Method and system for dispatching casino personnel and tracking interactions with players

ABSTRACT

The present embodiment includes a dispatch system and method in which a casino agent is equipped with mobile computing devices that receive a dispatch notification. The notification includes the identity of an electronic gaming device at which an identified player has started a gaming session and the identity of the player. The player&#39;s record is displayed on the mobile computing device and includes the number of times the casino agent has been dispatched to a gaming device at which the player is identified as well as descriptions of prior calls.

RELATED APPLICATIONS

This application is a Continuation-in-Part of U.S. patent applicationSer. No. 14/263,577 for Dispatch System Having Control Shared withDispatched Service Providers, which was filed on Apr. 28, 2014, and aContinuation-in-Part of U.S. patent application Ser. No. 15/177,969 forAutomated Method for Servicing Electronic Gaming Machines, which wasfiled Jun. 9, 2016, which is a Continuation of U.S. patent applicationSer. No. 14/755,268 for Method for Retrieving an Identity CardAssociated with an Electronic Gaming Machine, which was filed on Jun.30, 2015, now U.S. Pat. No. 9,367,991, issued on Jun. 14, 2016, which isa Continuation of U.S. patent application Ser. No. 14/451,133 for Methodfor Creating an Electronic Log for Documenting Entries into GamingMachines, which was filed on Aug. 4, 2014, now U.S. Pat. No. 9,087,431,issued on Jul. 21, 2015, which claims priority to U.S. ProvisionalApplication No. 61/891,684, filed Oct. 16, 2013, and U.S. ProvisionalApplication No. 61/862,697, filed Aug. 6, 2013, all of which are herebyincorporated by reference.

This application is related to applicant's Application No. 13/445,438for Method and Apparatus for Monitoring a Network of Gaming Machines andDispatching Service Providers, which was filed on Apr. 12, 2012, and ishereby incorporated by reference.

FIELD OF THE INVENTION

This disclosure relates generally to dispatch systems in which a serviceprovider is dispatched to interact with a customer or a gaming device atwhich a customer is located.

BACKGROUND

Gambling games may be implemented on gaming devices in casinos as wellas being provided over the Internet—at least in some jurisdictions. As aresult, casinos compete against online gaming for customers and alsocompete against each other. A casino offers a substantial draw overgaming in isolation at home, namely the opportunity for socialinteraction with other people, including the staff at the casino andother gamblers.

Even so, at some casinos, it is possible for a player to come to thecasino, spend several hours playing a variety of gaming devices, andleave without interacting with another person in any meaningful way.Other casinos, however, have recognized that loyalty may be earned byproviding each player with a welcoming and friendly reception each timehe or she visits the casino.

The casinos that recognize the value in forming a strong social bondwith players train their employees to engage in a variety of behaviorsto create and strengthen the relationship between the casino and theplayer. In other words, they focus on providing a very high level ofcustomer attention. For example, casino groundskeepers are encouraged tosmile and wave at players entering the casino. Floor employees engagecustomers in friendly, patient conversation. Beverage carts roam thefloor and stop to serve any player who wishes a drink of their choosing.New enrollees in the player-tracking club wear a badge that identifiestheir status to casino employees who greet and welcome the new player tothe casino and to the club.

The casinos that focus on cementing a strong relationship with playersare more profitable than those that take a more hands off approach.

But even small casinos may have hundreds of customers pass through in anevening. Some customers will be new, some come infrequently, and someare regulars. As a result, even a high-performing employee can be hardpressed to remember player names, prior interactions, information aboutthe player, any incidents related to the player, player preferences,etc. Employees can be reluctant to greet customers because they areunable to remember whether they have previously introduced themselves.And they may be unsure of what to say to a customer.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1A is a functional block diagram that illustrates a gaming deviceaccording to embodiments of the invention.

FIG. 1B is an isometric view of the gaming device illustrated in FIG.1A.

FIGS. 2A, 2B, and 2C are detail diagrams of exemplary types of gamingdevices according to embodiments of the invention.

FIG. 3 is a functional block diagram of networked gaming devicesaccording to embodiments of the invention.

FIG. 4 is a schematic diagram illustrating an embodiment thatincorporates the present invention.

FIG. 5 is a highly schematic diagram illustrating a plan view of how acasino floor is divided into sections in accordance with animplementation of the present invention.

FIGS. 6-13 are images of iPod touch screens upon which an embodiment isimplemented.

FIGS. 14-22 are images of iPad computer screens upon which an embodimentis implemented.

FIG. 23 is a schematic diagram similar to FIG. 4 illustrating anotherembodiment.

FIGS. 40, 54, 55, 57, 58, 60, and 61 are images of iPod touch screensupon which an embodiment is implemented.

FIGS. 24-39, 41-53, 56, 59, and 62 are images of iPad touch screens uponwhich an embodiment is implemented.

FIG. 63 is a view of an embodiment in use.

FIGS. 64-84 are images of iPod touch screens depicting features relatingto machine access.

FIGS. 85-86 are images of iPad screens depicting machine entrystatistics.

FIGS. 87A, 87 B, 88A, 88B, and FIG. 89 are flow charts depictingoperation.

FIGS. 90-134 are images of the screens of a mobile computing device uponwhich an embodiment is implemented.

FIGS. 135-143 are images of the screens of a mobile computing deviceupon which other embodiments are implemented.

FIGS. 144A and 144B together comprise a flow chart that describes someof the operation of the embodiments shown in FIGS. 135-143.

FIG. 145 is a ticket having a code thereon for applying credits to andremoving credits from a gaming device.

DETAILED DESCRIPTION

FIGS. 1A and 1B illustrate example gaming devices according toembodiments of the invention.

Referring to FIGS. 1A and 1B, a gaming device 10 is an electronic gamingmachine. Although an electronic gaming machine or “slot” machine isillustrated, various other types of devices may be used to wagermonetarily based credits on a game of chance in accordance withprinciples of the invention. The term “electronic gaming device” ismeant to include various devices such as electro-mechanicalspinning-reel type slot machines, video slot machines, and video pokermachines, for instance. Other gaming devices may include computer-basedgaming machines, wireless gaming devices, multi-player gaming stations,modified personal electronic gaming devices (such as cell phones),personal computers, server-based gaming terminals, and other similardevices. Although embodiments of the invention will work with all of thegaming types mentioned, for ease of illustration the present embodimentswill be described in reference to the electronic gaming machine 10 shownin FIGS. 1A and 1B.

The gaming device 10 includes a cabinet 15 housing components to operatethe gaming device 10. The cabinet 15 may include a gaming display 20, abase portion 13, a top box 18, and a player interface panel 30. Thegaming display 20 may include mechanical spinning reels (FIG. 2A), avideo display (FIGS. 2B and 2C), or a combination of both spinning reelsand a video display (not shown). The gaming cabinet 15 may also includea credit meter 27 and a coin-in or bet meter 28. The credit meter 27 mayindicate the total number of credits remaining on the gaming device 10that are eligible to be wagered. In some embodiments, the credit meter27 may reflect a monetary unit, such as dollars. However, it is oftenpreferable to have the credit meter 27 reflect a number of ‘credits,’rather than a monetary unit. The bet meter 28 may indicate the amount ofcredits to be wagered on a particular game. Thus, for each game, theplayer transfers the amount that he or she wants to wager from thecredit meter 27 to the bet meter 28. In some embodiments, various othermeters may be present, such as meters reflecting amounts won, amountspaid, or the like. In embodiments where the gaming display 20 is a videomonitor, the information indicated on the credit meters may be shown onthe gaming display itself 20 (FIG. 2B).

The base portion 13 may include a lighted panel 14, a coin return (notshown), and a gaming handle 12 operable on a partially rotating pivotjoint 11. The game handle 12 is traditionally included on mechanicalspinning-reel games, where the handle may be pulled toward a player toinitiate the spinning of reels 22 after placement of a wager. The topbox 18 may include a lighted panel 17, a video display (such as an LCDmonitor), a mechanical bonus device (not shown), and a candle lightindicator 19. The player interface panel 30 may include various devicesso that a player can interact with the gaming device 10.

The player interface panel 30 may include one or more game buttons 32that can be actuated by the player to cause the gaming device 10 toperform a specific action. For example, some of the game buttons 32 maycause the gaming device 10 to bet a credit to be wagered during the nextgame, change the number of lines being played on a multi-line game, cashout the credits remaining on the gaming device (as indicated on thecredit meter 27), or request service from casino personnel, such as bylighting the candle 19. In addition, the player interface panel 30 mayinclude one or more game actuating buttons 33. The game actuatingbuttons 33 may initiate a game with a pre-specified amount of credits.On some gaming devices 10 a “Max Bet” game actuating button 33 may beincluded that places the maximum credit wager on a game and initiatesthe game. The player interface panel 30 may further include a billacceptor 37 and a ticket printer 38. The bill acceptor 37 may accept andvalidate paper money or previously printed tickets with a creditbalance. The ticket printer 38 may print out tickets reflecting thebalance of the credits that remain on the gaming device 10 when a playercashes out by pressing one of the game buttons 32 programmed to cause a‘cashout.’ These tickets may be inserted into other gaming machines orredeemed at a cashier station or kiosk for cash.

The gaming device 10 may also include one or more speakers 26 totransmit auditory information or sounds to the player. The auditoryinformation may include specific sounds associated with particularevents that occur during game play on the gaming device 10. For example,a particularly festive sound may be played during a large win or when abonus is triggered. The speakers 26 may also transmit “attract” soundsto entice nearby players when the game is not currently being played.

The gaming device 10 may further include a secondary display 25. Thissecondary display 25 may be a vacuum fluorescent display (VFD), a liquidcrystal display (LCD), a cathode ray tube (CRT), a plasma screen, or thelike. The secondary display 25 may show any combination of primary gameinformation and ancillary information to the player. For example, thesecondary display 25 may show player tracking information, secondarybonus information, advertisements, or player selectable game options.

The gaming device 10 may include a separate information window (notshown) dedicated to supplying any combination of information related toprimary game play, secondary bonus information, player trackinginformation, secondary bonus information, advertisements or playerselectable game options. This window may be fixed in size and locationor may have its size and location vary temporally as communication needschange. One example of such a resizable window is International GameTechnology's “service window”. Another example is Las Vegas GamingIncorporated's retrofit technology which allows information to be placedover areas of the game or the secondary display screen at various timesand in various situations.

The gaming device 10 includes a microprocessor 40 that controlsoperation of the gaming device 10. If the gaming device 10 is astandalone gaming device, the microprocessor 40 may control virtuallyall of the operations of the gaming devices and attached equipment, suchas operating game logic stored in memory (not shown) as firmware,controlling the display 20 to represent the outcome of a game,communicating with the other peripheral devices (such as the billacceptor 37), and orchestrating the lighting and sound emanating fromthe gaming device 10. In other embodiments where the gaming device 10 iscoupled to a network 50, as described below, the microprocessor 40 mayhave different tasks depending on the setup and function of the gamingdevice. For example, the microprocessor 40 may be responsible forrunning the base game of the gaming device and executing instructionsreceived over the network 50 from a bonus server or player trackingserver. In a server-based gaming setup, the microprocessor 40 may act asa terminal to execute instructions from a remote server that is runninggame play on the gaming device.

The microprocessor 40 may be coupled to a machine communicationinterface (MCI) 42 that connects the gaming device 10 to a gamingnetwork 50. The MCI 42 may be coupled to the microprocessor 40 through aserial connection, a parallel connection, an optical connection, or insome cases a wireless connection. The gaming device 10 may includememory 41 (MEM), such as a random access memory (RAM), coupled to themicroprocessor 40 and which can be used to store gaming information,such as storing total coin-in statistics about a present or past gamingsession, which can be communicated to a remote server or databasethrough the MCI 42. The MCI 42 may also facilitate communication betweenthe network 50 and the secondary display 25 or a player tracking unit 45housed in the gaming cabinet 15.

The player tracking unit 45 may include an identification device 46 andone or more buttons 47 associated with the player tracking unit 45. Theidentification device 46 serves to identify a player, by, for example,reading a player-tracking device, such as a player tracking card that isissued by the casino to individual players who choose to have such acard. The identification device 46 may instead, or additionally,identify players through other methods. Player tracking systems usingplayer tracking cards and card readers 46 are known in the art. Brieflysummarizing such a system, a player registers with the casino prior tocommencing gaming. The casino issues a unique player-tracking card tothe player and opens a corresponding player account that is stored on aserver or host computer, described below with reference to FIG. 3. Theplayer account may include the player's name and mailing address andother information of interest to the casino in connection with marketingefforts. Prior to playing one of the gaming devices in the casino, theplayer inserts the player tracking card into the identification device46 thus permitting the casino to track player activity, such as amountswagered, credits won, and rate of play.

To induce the player to use the card and be an identified player, thecasino may award each player points proportional to the money or creditswagered by the player. Players typically accrue points at a rate relatedto the amount wagered, although other factors may cause the casino toaward the player various amounts. The points may be displayed on thesecondary display 25 or using other methods. In conventional playertracking systems, the player may take his or her card to a special deskin the casino where a casino employee scans the card to determine howmany accrued points are in the player's account. The player may redeempoints for selected merchandise, meals in casino restaurants, or thelike, which each have assigned point values. In some player trackingsystems, the player may use the secondary display 25 to access theirplayer tracking account, such as to check a total number of points,redeem points for various services, make changes to their account, ordownload promotional credits to the gaming device 10. In otherembodiments, the identification device 46 may read other identifyingcards (such as driver licenses, credit cards, etc.) to identify a playerand match them to a corresponding player tracking account. Although FIG.1A shows the player tracking unit 45 with a card reader as theidentification device 46, other embodiments may include a playertracking unit 45 with a biometric scanner, PIN code acceptor, or othermethods of identifying a player to pair the player with their playertracking account.

During typical play on a gaming device 10, a player plays a game byplacing a wager and then initiating a gaming session. The player mayinitially insert monetary bills or previously printed tickets with acredit value into the bill acceptor 37. The player may also put coinsinto a coin acceptor (not shown) or a credit, debit or casino accountcard into a card reader/authorizer (not shown). In other embodiments,stored player points or special ‘bonus points’ awarded to the player oraccumulated and/or stored in a player account may be able to besubstituted at or transferred to the gaming device 10 for credits orother value. For example, a player may convert stored loyalty points tocredits or transfer funds from his bank account, credit card, casinoaccount or other source of funding. The selected source of funding maybe selected by the player at time of transfer, determined by the casinoat the time of transfer or occur automatically according to a predefinedselection process. One of skill in the art will readily see that thisinvention is useful with all gambling devices, regardless of the mannerin which wager value-input is accomplished.

The credit meter 27 displays the numeric credit value of the money orother value inserted, transferred, or stored dependent on thedenomination of the gaming device 10. That is, if the gaming device 10is a nickel slot machine and a $20 bill inserted into the bill acceptor37, the credit meter will reflect 400 credits or one credit for eachnickel of the inserted twenty dollars. For gaming devices 10 thatsupport multiple denominations, the credit meter 27 will reflect theamount of credits relative to the denomination selected. Thus, in theabove example, if a penny denomination is selected after the $20 isinserted the credit meter will change from 400 credits to 2000 credits.

A wager may be placed by pushing one or more of the game buttons 32,which may be reflected on the bet meter 28. That is, the player cangenerally depress a “bet one” button (one of the buttons on the playerinterface panel 30, such as 32), which transfers one credit from thecredit meter 27 to the bet meter 28. Each time the button 32 isdepressed an additional single credit transfers to the bet meter 28 upto a maximum bet that can be placed on a single play of the electronicgaming device 10. The gaming session may be initiated by pulling thegaming handle 12 or depressing the spin button 33. On some gamingdevices 10, a “max bet” button (another one of the buttons 32 on theplayer interface panel 30) may be depressed to wager the maximum numberof credits supported by the gaming device 10 and initiate a gamingsession.

If the gaming session does not result in any winning combination, theprocess of placing a wager may be repeated by the player. Alternatively,the player may cash out any remaining credits on the credit meter 27 bydepressing the “cash-out” button (another button 32 on the playerinterface panel 30), which causes the credits on the credit meter 27 tobe paid out in the form of a ticket through the ticket printer 38, ormay be paid out in the form of returning coins from a coin hopper (notshown) to a coin return tray.

If instead a winning combination (win) appears on the display 20, theaward corresponding to the winning combination is immediately applied tothe credit meter 27. For example, if the gaming device 10 is a slotmachine, a winning combination of symbols 23 may land on a playedpayline on reels 22. If any bonus games are initiated, the gaming device10 may enter into a bonus mode or simply award the player with a bonusamount of credits that are applied to the credit meter 27.

FIGS. 2A to 2C illustrate exemplary types of gaming devices according toembodiments of the invention. FIG. 2A illustrates an examplespinning-reel gaming machine 10A, FIG. 2B illustrates an example videoslot machine 10B, and FIG. 2C illustrates an example video poker machine10C.

Referring to FIG. 2A, a spinning-reel gaming machine 10A includes agaming display 20A having a plurality of mechanical spinning reels 22A.Typically, spinning-reel gaming machines 10A have three to five spinningreels 22A. Each of the spinning reels 22A has multiple symbols 23A thatmay be separated by blank areas on the spinning reels 22A, although thepresence of blank areas typically depends on the number of reels 22Apresent in the gaming device 10A and the number of different symbols 23Athat may appear on the spinning reels 22A. Each of the symbols 22A orblank areas makes up a “stop” on the spinning reel 22A where the reel22A comes to rest after a spin. Although the spinning reels 22A ofvarious games 10A may have various numbers of stops, many conventionalspinning-reel gaming devices 10A have reels 22A with twenty two stops.

During game play, the spinning reels 22A may be controlled by steppermotors (not shown) under the direction of the microprocessor 40 (FIG.1A). Thus, although the spinning-reel gaming device 10A has mechanicalbased spinning reels 22A, the movement of the reels themselves iselectronically controlled to spin and stop. This electronic control isadvantageous because it allows a virtual reel strip to be stored in thememory 41 of the gaming device 10A, where various “virtual stops” aremapped to each physical stop on the physical reel 22A. This mappingallows the gaming device 10A to establish greater awards and bonusesavailable to the player because of the increased number of possiblecombinations afforded by the virtual reel strips.

A gaming session on a spinning reel slot machine 10A typically includesthe player pressing the “bet-one” button (one of the game buttons 32A)to wager a desired number of credits followed by pulling the gaminghandle 12 (FIGS. 1A, 1B) or pressing the spin button 33A to spin thereels 22A. Alternatively, the player may simply press the “max-bet”button (another one of the game buttons 32A) to both wager the maximumnumber of credits permitted and initiate the spinning of the reels 22A.The spinning reels 22A may all stop at the same time or may individuallystop one after another (typically from left to right) to build playeranticipation. Because the display 20A usually cannot be physicallymodified, some spinning reel slot machines 10A include an electronicdisplay screen in the top box 18 (FIG. 1B), a mechanical bonus mechanismin the top box 18, or a secondary display 25 (FIG. 1A) to execute abonus.

Referring to FIG. 2B, a video gaming machine 10B may include a videodisplay 20B to display virtual spinning reels 22B and various othergaming information 21B. The video display 20B may be a CRT, LCD, plasmascreen, or the like. It is usually preferable that the video display 20Bbe a touchscreen to accept player input. A number of symbols 23A appearon each of the virtual spinning reels 22B. Although FIG. 2B shows fivevirtual spinning reels 22B, the flexibility of the video display 20Ballows for various reel 22B and game configurations. For example, somevideo slot games 10B spin reels for each individual symbol position (orstop) that appears on the video display 20B. That is, each symbolposition on the screen is independent of every other position during thegaming sessions. In these types of games, very large numbers of paylines or multiple super scatter pays can be utilized since similarsymbols could appear at every symbol position on the video display 20B.On the other hand, other video slot games 10B more closely resemble themechanical spinning reel games where symbols that are verticallyadjacent to each other are part of the same continuous virtual spinningreel 22B.

Because the virtual spinning reels 22B, by virtue of being computerimplemented, can have almost any number of stops on a reel strip, it ismuch easier to have a greater variety of displayed outcomes as comparedto spinning-reel slot machines 10A (FIG. 2A) that have a fixed number ofphysical stops on each spinning reel 22A.

With the possible increases in reel 22B numbers and configurations overthe mechanical gaming device 10A, video gaming devices 10B often havemultiple paylines 24 that may be played. By having more paylines 24available to play, the player may be more likely to have a winningcombination when the reels 22B stop and the gaming session ends.However, since the player typically must wager at least a minimum numberof credits to enable each payline 24 to be eligible for winning, theoverall odds of winning are not much different, if at all, than if theplayer is wagering only on a single payline. For example, in a five linegame, the player may bet one credit per payline 24 and be eligible forwinning symbol combinations that appear on any of the five playedpaylines 24. This gives a total of five credits wagered and fivepossible winning paylines 24. If, on the other hand, the player onlywagers one credit on one payline 24, but plays five gaming sessions, theodds of winning would be identical as above: five credits wagered andfive possible winning paylines 24.

Because the video display 20B can easily modify the image output by thevideo display 20B, bonuses, such as second screen bonuses are relativelyeasy to award on the video slot game 10B. That is, if a bonus istriggered during game play, the video display 20B may simply store theresulting screen shot in memory and display a bonus sequence on thevideo display 20B. After the bonus sequence is completed, the videodisplay 20B may then retrieve the previous screen shot and informationfrom memory, and re-display that image.

Also, as mentioned above, the video display 20B may allow various othergame information 21B to be displayed. For example, as shown in FIG. 2B,banner information may be displayed above the spinning reels 22B toinform the player, perhaps, which symbol combination is needed totrigger a bonus. Also, instead of providing a separate credit meter 27(FIG. 1A) and bet meter 28, the same information can instead bedisplayed on the video display 20B. In addition, “soft buttons” 29B suchas a “spin” button or “help/see pays” button may be built using thetouch screen video display 20B. Such customization and ease of changingthe image shown on the display 20B adds to the flexibility of the game10B.

Even with the improved flexibility afforded by the video display 20B,several physical buttons 32B and 33B are usually provided on video slotmachines 10B. These buttons may include game buttons 32B that allow aplayer to choose the number of paylines 24 he or she would like to playand the number of credits wagered on each payline 24. In addition, a maxbet button (one of the game buttons 32B) allows a player to place amaximum credit wager on the maximum number of available paylines 24 andinitiate a gaming session. A repeat bet or spin button 33B may also beused to initiate each gaming session when the max bet button is notused.

Referring to FIG. 2C, a video poker gaming device 10C may include avideo display 20C that is physically similar to the video display 20Bshown in FIG. 2B. The video display 20C may show a poker hand of fivecards 23C and various other player information 21C including a paytablefor various winning hands, as well as a plurality of player selectablesoft buttons 29C. The video display 20C may present a poker hand of fivecards 23C and various other player information 21C including a number ofplayer selectable soft (touch-screen) buttons 29C and a paytable forvarious winning hands. Although the embodiment illustrated in FIG. 3Cshows only one hand of poker on the video display 20C, various othervideo poker machines 10C may show several poker hands (multi-handpoker). Typically, video poker machines 10C play “draw” poker in which aplayer is dealt a hand of five cards, has the opportunity to hold anycombination of those five cards, and then draws new cards to replace thediscarded ones. All pays are usually given for winning combinationsresulting from the final hand, although some video poker games 10C maygive bonus credits for certain combinations received on the first handbefore the draw. In the example shown in FIG. 2C a player has been dealttwo aces, a three, a six, and a nine. The video poker game 10C mayprovide a bonus or payout for the player having been dealt the pair ofaces, even before the player decides what to discard in the draw. Sincepairs, three of a kind, etc. are typically needed for wins, a playerwould likely hold the two aces that have been dealt and draw three cardsto replace the three, six, and nine in the hope of receiving additionalaces or other cards leading to a winning combination with a higher awardamount. After the draw and revealing of the final hand, the video pokergame 10C typically awards any credits won to the credit meter.

The player selectable soft buttons 29C appearing on the screenrespectively correspond to each card on the video display 20C. Thesesoft buttons 29C allow players to select specific cards on the videodisplay 20C such that the card corresponding to the selected soft buttonis “held” before the draw. Typically, video poker machines 10C alsoinclude physical game buttons 32C that correspond to the cards in thehand and may be selected to hold a corresponding card. A deal/drawbutton 33C may also be included to initiate a gaming session aftercredits have been wagered (with a bet button 32C, for example) and todraw any cards not held after the first hand is displayed.

Although examples of a spinning reel slot machine 10A, a video slotmachine 10B, and a video poker machine 10C have been illustrated inFIGS. 2A-2C, gaming machines and various other types of gaming devicesknown in the art are contemplated and are within the scope of theinvention.

FIG. 3 is a block diagram illustrating networked gaming devicesaccording to embodiments of the invention. Referring to FIG. 3, multipleelectronic gaming devices (EGMs) 70, 71, 72, 73, 74, and 75 may becoupled to one another and coupled to a remote server 80 through anetwork 50. For ease of understanding, gaming devices or EGMs 70, 71,72, 73, 74, and 75 are generically referred to as EGMs 70-75. The termEGMs 70-75, however, may refer to any combination of one or more of EGMs70, 71, 72, 73, 74, and 75. Additionally, the gaming server 80 may becoupled to one or more gaming databases 90. These gaming network 50connections may allow multiple gaming devices 70-75 to remain incommunication with one another during particular gaming modes such astournament play or remote head-to-head play. Although some of the gamingdevices 70-75 coupled on the gaming network 50 may resemble the gamingdevices 10, 10A, 10B, and 10C shown in FIGS. 1A-1B and 2A-2C, othercoupled gaming devices 70-75 may include differently configured gamingdevices. For example, the gaming devices 70-75 may include traditionalslot machines 75 directly coupled to the network 50, banks of gamingdevices 70 coupled to the network 50, banks of gaming devices 70 coupledto the network through a bank controller 60, wireless handheld gamingmachines 72 and cell phones 73 coupled to the gaming network 50 throughone or more wireless routers or antennas 61, personal computers 74coupled to the network 50 through the Internet 62, and banks of gamingdevices 71 coupled to the network through one or more optical connectionlines 64. Additionally, some of the traditional gaming devices 70, 71,and 75 may include electronic gaming tables, multi-station gamingdevices, or electronic components operating in conjunction withnon-gaming components, such as automatic card readers, chip readers, andchip counters, for example.

Gaming devices 71 coupled over an optical line 64 may be remote gamingdevices in a different location or casino. The optical line 64 may becoupled to the gaming network 50 through an electronic to optical signalconverter 63 and may be coupled to the gaming devices 71 through anoptical to electronic signal converter 65. The banks of gaming devices70 coupled to the network 50 may be coupled through a bank controller 60for compatibility purposes, for local organization and control, or forsignal buffering purposes. The network 50 may include serial or parallelsignal transmission lines and carry data in accordance with datatransfer protocols such as Ethernet transmission lines, Rs-232 lines,firewire lines, USB lines, or other communication protocols. Althoughnot shown in FIG. 3, substantially the entire network 50 may be made offiber optic lines or may be a wireless network utilizing a wirelessprotocol such as IEEE 802.11 a, b, g, or n, Zigbee, RF protocols,optical transmission, near-field transmission, or the like.

As mentioned above, each gaming device 70-75 may have an individualprocessor 40 (FIG. 1A) and memory 41 to run and control game play on thegaming device 70-75, or some of the gaming devices 70-75 may beterminals that are run by a remote server 80 in a server based gamingenvironment. Server based gaming environments may be advantageous tocasinos by allowing fast downloading of particular game types or themesbased on casino preference or player selection. Additionally, tournamentbased games, linked games, and certain game types, such as BINGO or kenomay benefit from at least some server 80 based control.

Thus, in some embodiments, the network 50, server 80, and database 90may be dedicated to communications regarding specific game or tournamentplay. In other embodiments, however, the network 50, server 80, anddatabase 90 may be part of a player tracking network. For playertracking capabilities, when a player inserts a player tracking card inthe card reader 46 (FIG. 1A), the player tracking unit 45 sends playeridentification information obtained on the card reader 46 through theMCI 42 over the network 50 to the player tracking server 80, where theplayer identification information is compared to player informationrecords in the player database 90 to provide the player with informationregarding their player account or other features at the gaming device 10where the player is wagering. Additionally, multiple databases 90 and/orservers 80 may be present and coupled to one or more networks 50 toprovide a variety of gaming services, such as both game/tournament dataand player tracking data.

The various systems described with reference to FIGS. 1-3 can be used ina number of ways. For instance, the systems can be used to track dataabout various players. The tracked data can be used by the casino toprovide additional benefits to players, such as extra bonuses or extrabenefits such as bonus games and other benefits as described above.These added benefits further entice the players to play at the casinothat provides the benefits.

Turning now to FIG. 4, indicated generally at 92 is a system constructedaccording to the present invention. In the present implementation, thesystem is distributed among several locations, primarily acasino—indicated generally at 94—and an offsite location—indicatedgenerally at 96. Among other things, system 92 collects data, processesit, and creates communications at the offsite location that are directedto casino agents located at casino 94, typically employees such as slotattendants and technicians, security personnel, beverage servers, andthe managers and supervisors of the foregoing. Because the presentimplementation of system 92 is deployed on several networks, it will beappreciated that the entire system could be located in one place ordistributed along and among various networks. The solid lines connectingcomponents in FIG. 4 indicate hard-wired connections, but theseconnections may readily be made via wireless connections.

As an alternative, the present invention may be readily implemented withall of the components in system 92 being located at casino 94, as shownin FIG. 4, or distributed via one or more networks. In the presentimplementation, offsite location 96 is built, operated, and maintainedby a third party vendor to casino 94. The functionality described belowmay be provided to a number of different casinos, like casino 94, allresponsive to software operating at location 96 via multiple, reliableInternet connections to each of the various casinos. Such casinos couldhave the same or different ownership.

Considering first offsite location 96, a Database Server 98 collectsdata from the casino and stores it in a manner that will be laterdescribed in connection with the operation of system 92. An ApplicationServer 100 provides support for software applications, to be shortlydescribed, that are installed on various computing devices included insystem 92. The application server provides the software applicationswith services such as security, data services, transaction support, andload balancing.

In the present implementation, many communications between offsitelocation 96 and casino 94 are conducted through the Internet 62 via areliable, high-speed connection. In the casino, a wireless router 61provides a wireless network for various computing devices as will beshortly described. In the present implementation, the wireless networkis implemented using the IEEE 802.11 standard.

Included on the wireless network implemented via router 61 are mobilecomputing devices, in the present implementation tablet computers 102,104, made by Apple Inc. and sold under the iPad™ brand. There may bemany other such iPad computers that are omitted here to simplify thedrawing. The iPad computers may be used, as will be described, tomonitor the status of service calls on the casino floor, either withinan area or department or casino wide. These are typically carried by acasino agent who has responsibility for supervising others in theprocess of making such service calls, but the iPad computer alsoreceives notifications for service calls that may require a supervisor,i.e., the carrier of the iPad computer. The types of notifications andresponses that may be received and made, respectively, on the iPadcomputer is described in more detail in connection with the operation ofsystem 92.

In addition to iPad computers 102, 104, a plurality of mobile wirelesscomputing devices 106, 108, 110, 112 are also connected to the networkimplemented via wireless router 61. In the present implementationcomputing devices 106, 108, 110, 112, are also made by Apple Inc. andsold under the iPod touch™ brand. There may be many other such iPodtouch devices that are omitted here to simplify the drawing. The iPodtouch devices are typically carried by a casino employee, such as afloor attendant or slot technician, to communicate regarding servicecalls on the casino floor, either within an area or department or both.The types of notifications and responses that may be received and made,respectively, on the iPod touch devices is also described in more detailin connection with the operation of system 92.

A Server 114, also located at casino 94 in the present implementation,is connected to the Internet 62 and to network 50, which is shown inFIG. 3 and described above. In many casinos, a management system, suchas IGT Advantage™ made and sold by IGT, resides on network 50. Itcollects data from each gaming machine on network 50 and stores thecollected data, e.g., in database 90 (FIG. 3). Such data includes, amongother things, an event list that detects many different types ofactivity at each of the slot machines on the network. The detectedactivity for our purposes relates to significant jackpots; the press ofa service button by a player; and any malfunction, such as a bill jam,empty ticket paper, etc. This data containing this information istransmitted from server 114 via Internet 62 to offsite location 96. Inthe present implementation, server 114 accesses information on database90 via network 50. Server 114 collects, among other things, call codes,which are listed under the Call Code heading in the first column ofTable 1 below. Each call code corresponds to a general category ofservice requirement, shown under the Call Type column, and a particularservice issue within that category, shown under the Call Name column.Three categories of responders appear in the remaining columns ofTable 1. These are the job positions that may respond to this type ofcall under certain conditions, which are discussed further below. Theinformation in this table is stored on database server 98 in FIG. 4. Thedata can either be stored there by using a computer connected to thedatabase or to network 50 and storing there or it can be entered via asuitable computing device such as a desktop or laptop computer. In thepresent embodiment it may also be stored or altered via one or more ofiPad computers, like iPad computers 102, 104, by a user havingsufficient permissions to enter and alter this information.

In an alternative embodiment, dedicated devices are installed withineach gaming machine to communicate with the machine's data ports, or thelamp illumination signal, and transfer that information, through wiredor wireless networks, to a central event list maintained on the network,such as database server 98.

In still another embodiment, casino agents manually enter informationabout incident occurrence that is stored on the network, e.g., ondatabase server 98. This information may be gathered from the machinesignal light, from manual inspection of the machine, or both.

Regardless of the embodiment, all detectable events on network 50 may becollected and used to generate a call as described herein. For example,some player tracking systems permit player help requests to whichresponses could be made according to the present system. Many gamingmachines include Help, Change, and Drink Request buttons, which may alsogenerate a detected event.

TABLE 1 CALL PRIMARY SUBSTITUTE ESCALATION CODE CALL TYPE CALL NAMERESPONDER RESPONDER RESPONDERS 13280700 General Tilts Bill Acceptor SlotTechnician Slot Tech Slot Technician Full Supervisor Slot SupervisorSlot Manager Slot Technician Supervisor Security Security ManagerSecurity Supervisor Supervisor Slot Manager Security Manager 13280900General Tilts Bill Acceptor Slot Technician Slot Tech Slot TechnicianHardware Supervisor Failure Slot Technician Supervisor Slot Manager13285100 General Tilts Progressive Slot Technician Slot Tech SlotTechnician Link Failure Supervisor Slot Technician Supervisor SlotManager 13328001 Jackpots Jackpot See JP Levels See JP Levels SlotTechnician Pending W2G Security Officer Players Club Beverage ServerSlot Supervisor 20001303 Hand/Short FJP Hand Pay Floor Attendant SlotSupervisor Slot Technician Pays Ticket 20001305 Hand/Short FJP Short PayFloor Attendant Slot Supervisor Slot Supervisor Pays Ticket Slot ManagerSecurity Officer Player Services Beverage Serve 13328100 Hand/ShortCancel Credits Floor Attendant Slot Supervisor Slot Technician Pays SlotSupervisor Slot Manager Security Officer Player Service Beverage Server10819703 Hand/Short Unknown Hand Floor Attendant Slot Supervisor SlotTechnician Pays Pay Slot Supervisor Slot Manager Security Officer PlayerServices Beverage Server 13282700 General Tilts Low Battery SlotTechnician Slot Tech Slot Technician Supervisor Floor Attendant SlotTechnician Supervisor Slot Supervisor 13288100 Manual Change Light FloorAttendant Slot Technician Slot Technician Slot Supervisor SecurityOfficer Player Services Beverage Server 13283800 General Tilts Reel SlotTechnician Slot Tech Slot Technician Disconnected Supervisor FloorAttendant Slot Technician Supervisor Slot Supervisor 20000202 GeneralTilts BE2 Offline Slot Technician Slot Tech Slot Technician SupervisorFloor Attendant Slot Technician Supervisor Slot Supervisor Slot Manager13288400 Printer/Paper Printer Paper Floor Attendant Slot TechnicianSlot Technician Low 13286500 Printer/Paper Printer Paper Floor AttendantSlot Technician Beverage Server Out 13288800 Printer/Paper PrinterCarriage Floor Attendant Slot Technician Slot Technician Jam Supervisor13288500 Printer/Paper Printer Off Floor Attendant Slot Technician SlotManager Slot Supervisor 13280000 General Tilts General Tilt FloorAttendant Slot Technician Slot Technician Beverage Server SlotTechnician Supervisor Slot Manager Slot Supervisor 13283200 GeneralTilts Reel Tilt Floor Attendant Slot Technician Slot Technician 13283300General Tilts Reel Tilt 1 Floor Attendant Slot Technician BeverageServer 13283400 General Tilts Reel Tilt 2 Floor Attendant SlotTechnician Slot Technician Supervisor 13283500 General Tilts Reel Tilt 3Floor Attendant Slot Technician Slot Manager 13283600 General Tilts ReelTilt 4 Floor Attendant Slot Technician Slot Supervisor 13283700 GeneralTilts Reel Tilt 5 Floor Attendant Slot Technician 13280800 General TiltsBill Acceptor Floor Attendant Slot Technician Slot Technician JamBeverage Server Slot Technician Supervisor Slot Manager Slot Supervisor

Turning now to FIG. 5, indicated generally at 116 is a highly schematicdiagram depicting electronic gaming machines that are included onnetwork 50 in FIG. 3. Also included are rectangles shown in dashed linesindicating different floor areas where subsets of the gaming machinesare located. In the upper left hand corner of each rectangle is a uniqueidentifier for that particular floor area and the subset of machinescontained therein. Although each area is depicted as having the samenumber of machines, the areas could be designated to have any number,and the numbers from one area to another could also be different. FIG.5, however, is sufficient to illustrate the general concept.

Another table, not shown herein, is stored on database server 98 alongwith Table 1. The additional table includes a list of each of the floorareas, A1, A2, A3, A4, B1, . . . etc. Associated with each floor area isa unique machine number that identifies each machine within each area.As will be seen, this enables system 92 to dispatch assistance to thelocation and machine that requires service.

Table 2, shown below shows adjoining areas that are associated with eachof sections, like section A, which includes A1, A2, A3, and A4. Each ofthe other sections is listed with its respective associated adjoiningareas. As will be seen, when a service provider is not available or oneis but requires assistance in his or her section, service providers maybe drawn from adjoining areas. This table defines the areas from whichsections may draw support if needed. As with other data stored on thenetwork implemented via router 61, it may be entered via an iPadcomputer by a user who has sufficient permissions to do so.

TABLE 2 Section Assignment Section Association A B1, B3, E1, D1, D2 BA2, A4, D2, E1, E2, F1, C1, C3 C B2, B4, E2, F1, F2 D A3, A4, B3, E1, E3E D4, D2, A4, B3, B4, C3, F1, F3 F E4, E2, B4, C3, C4

The following Table 3 is a list of job positions and associateddepartments. Persons holding these jobs are qualified and eligible torespond to defined service requests, as will be further described. Thistable is also entered in database 98 and may be entered and altered inthe same fashion as described above.

TABLE 3 Position Department Floor Attendant Slots Slot Manager SlotsSlot Supervisor Slots Slot Technician Slots Slot Technician SupervisorSlots Security Officer Security Security Manager Security SecuritySupervisor Security Beverage Server Beverage Beverage Manager BeverageBeverage Supervisor Beverage Host Marketing Executive Host MarketingClub Manager Marketing Club Supervisor Marketing

The casino may set goal times within which it is desirable to resolvedifferent kinds of service needs. Table 4 depicts some exemplary goaltimes, which may be varied by casino personnel, via one of the iPadcomputers, with sufficient permissions to do so. Also included is acommute goal time, which is the time necessary for a service provider totravel to the gaming machine in need of service after accepting a call.This too may be set or changed by the casino.

TABLE 4 Call Type Timer Goal Time Commute Commute  2 minutes CompletionCompletion 10 minutes Jackpots Completion 12 minutes Manual Completion 5 minutes General Tilts Completion 10 minutes Printer/Paper Completion10 minutes Hand/Short Pay Completion 12 minutes

Some types of responses require further categorization of employees whomay respond, even for the same type of event. For example, some jackpotsare so large that the machine does not pay them out. Different casinosmay have different policies regarding what jackpot amounts must be handpaid, how many people need to be present, and the job position(s) of theperson or persons who are required to be present, depending on thejackpot size. The following Table 5 provides an example of one casino'srequirements. The information in this table is also stored on database98. As is known in the art when a call code for a jackpot appears on theevent list, the amount of the jackpot and the machine number are bothassociated therewith. This call code is the fourth row in Table 1.

TABLE 5 Jackpot Primary Substitute Levels Amounts Responders Responder 1   $.01-$2,499.99 Floor Attendant Slot Supervisor Floor Attendant SlotSupervisor 2 $2,500.00-$9,999.99 Floor Attendant Slot Supervisor SlotSupervisor Slot Manager 3 $10,000.00-$24,999.99 Floor Attendant SlotSupervisor Slot Supervisor Slot Manager Security Security ManagerSupervisor 4 $25,000 and Up Floor Attendant Slot Supervisor SlotSupervisor Slot Manager Security Security Manager Supervisor

Additional consideration will now be given to the manner in which system92 operates. When an employee arrives for a shift, he or she logs in. Asmentioned above, supervisors and managers typically use an iPadcomputer, which provides additional functionality over the iPod touch,device which the front line employees, such as floor attendant, slottechnician, or beverage server typically use. Any employee, however,could use either device.

When a user arrives for work and logs in, he or she is first brought toan assignment screen where they indicate whether they are reporting towork under the primary or secondary positions. Each employee has arecord that may entered via a supervisor iPad computer as describedabove. Employees are often trained and capable of performing more thanone role.

For example, a Floor Attendant might also be qualified to serve as aSlot Supervisor. In any event, employees whose record indicates both aprimary and secondary position are required to indicate in which ofthose capacities they are reporting at the start of a shift. An employeewith only one role is automatically assigned to that role.

Next, the employee indicates in which section, e.g., A, B, C. etc. ofthe casino floor they are assigned to work. Their screen then showstheir position, the section, and the supervisor to whom they will bereporting for the shift. Turning now to FIG. 6, indicated generally at118 is a screen of an iPod touch mobile computing device. The iPod touchdevice is wirelessly connected to router 61 and forms a part of thatnetwork. The date, time, and employee's name appear in the top bar. Atthe bottom of screen 118, a slider switch appears for the employee toindicate whether he or she is on break. The switch is turned on at thebeginning of a break, which initiates a break timer, and turned off atthe end, which stops the timer. Table 6 below is a list of permissiblebreak times by job position. A break touch-screen slider button 120enables the system—and the employee's supervisor—to see when he or sheis on break. The Table 6 break times permit the supervisor to receive anotification if the time is exceeded.

Breaks Break Time in Department Position Minutes Slots Floor Attendant15 Slots Slot Manager 15 Slots Slot Supervisor 15 Slots Slot Technician15 Slots Slot Technician Supervisor 15 Security Security Officer 30Security Security Manager 30 Security Security Supervisor 30 BeverageBeverage Server 20 Beverage Beverage Manager 20 Beverage BeverageSupervisor 20 Marketing Host 25 Marketing Executive Host 25

Because the number of workers logged in is known to the system, thesystem can review historical data and make determinations about thenumber of employees and their qualifications that should be logged inand on duty for a particular shift. For example, the numbers andqualifications can vary significantly from a Sunday morning, to Mondayevening, to Saturday night, etc. As a result, the system canautomatically create and publish via the Internet or otherwise, workschedules, showing total employees, by area, by job type, by supervisor,etc. And it can notify each individual about the times for which theyhave been scheduled to work. Of course, each employee will be associatedwith historical data showing hours and times worked as well as shifts ortimes that the employee is not eligible to work. As a result, the systemwill not overschedule or schedule during times when the employee has notagreed to work.

There are 5 call status screens that may be presented to a user who islogged in on one of the iPod touch device. First, is a No Call screen(not shown). This screen indicates that there are no calls waiting, andpresents a “Give me a Task” button to the user. Tasks are differenttypes of service, such as routine maintenance, that can be performed atany time. The manner of accepting, performing and completing a Task isdescribed in more detail below.

When a call is received by a person who is logged in to his or her iPodtouch device, the Pending Call screen is presented as shown in FIG. 6.Before discussing the various ways in which the employee can respond toa pending call, consideration will first be given to how the pendingcall comes to be presented on the iPod touch screen as shown in FIG. 6.

First, it will be recalled that a table showing the area (as shown inFIG. 5) in which each uniquely numbered machine resides is stored on thenetwork. When a call of the type shown in Table 1 is generated by theevent list for an identified gaming machine, the stored table is used toidentify the FIG. 5 designated area where the problem arises, e.g., billacceptor full on machine 782 in area A3. System 92 next consults theinformation regarding the individuals who are logged in, their jobassignment, and the FIG. 5 area section in which they are working.

If a person qualified to take the task is logged in, assigned to thesection in question, and not on break, that call is automaticallydirected via the wireless network to his or her iPod touch device thusgenerating the Pending Call screen in FIG. 6. If there is no suchperson, system 92 begins searching for qualified people who are loggedin, not on break, and in an area associated with the section in whichthe call arose, as shown in Table 2. If no such person exists there, thesystem automatically returns its search again to the section in whichthe call arose and looks for a substitute responder, as shown inTable 1. In the present example, there are several primary respondersfor a full bill acceptor. If none are available in section A, personswith those job titles are searched for in the areas associated withsection A in Table 2. If those aren't available, the search returns tosection A for a substitute responder, as shown in Table 1. Finally, ifnone of those are available, the search again returns to the areasassociated with section A, as shown in Table 2, and available substituteresponders are looked for there. System 92 thus initiates a potentiallyfour-part process: primary responder in section, primary responder inassociated section, substitute responder in section, and substituteresponder in associated section. As this process proceeds, whoever isfirst encountered who is available to take the call will be presentedwith an audible notification and the Pending Call screen shown in FIG.6. In this manner, the most person most qualified and closest to themachine requiring service will be notified via the Pending Call screen.

Once that person receives the audible notification and is presented withthe FIG. 6 screen, he or she can accept or defer the call by sliding atouch-screen switch 122 on bar 124. Alternatively, this notificationmight comprise a vibration of the communication device, a visualindication, or any other type of indication sufficient to alert theperson that a call is pending. When moved to the uppermost position, theuser can depress a touch-screen accept button 125, thus indicating tothe system that he or she has accepted the call and is on the way to themachine number displayed in field 126. Depressing button 125 initiatestwo timers, a commute timer, which tracks the time from acceptance untilarrival the machine indicated on the iPod touch device, and a completiontimer, which tracks the total time it takes to commute to the machineand complete the required service.

Also appearing on the screen is a description of the service that willbe provided, in this case hand pay of a jackpot in the amount of $2000,shown in field 128. In this case, because multiple employees have beennotified about this service requirement, the names of the otheremployees who have accepted the call appear in field 130.

Although not visible in the drawings, a bar 132 on which breaktouch-screen slider button 120 is located, can appear as one of threecolors: green, yellow, or red, which provides an indication of the calllevel. The colors are based on a calculation made by system 92. Every 15minutes the system looks for the number of dispatched users, i.e., thosewho have accepted a call. It will then compare the total number of userslogged in, for each department shown in FIG. 3, with those who arecurrently on calls in progress. If, e.g., only 40% are on calls, bar 132will appear as green, if 41-65% are on calls, the bar is yellow and ifover 65%, red. In addition, the audible tone that notifies a user of acall changes from a peaceful slow tone when green, to a more forcefulpatterned tone when yellow, and to an urgent, high-intensity tone whenred.

Doing so informs the employee of the speed at which commuting andservice work should be conducted and the level of attention the employeecan give to a player who may be at the machine where service isrequested. If the floor is relatively slow, it is desirable for theemployee to talk with the player and interact as much as the playermight want. If more busy, such interaction needs to be more limited andif in the red zone, such interaction might need to be minimal to keep upwith the service calls.

When button 122 is moved up and Accept button 125 is depressed, the nextscreen appears as shown in FIG. 7, namely the Call screen. This is anindication that the employee has accepted the call and is traveling tothe machine needing service. For this screen, the buttons at the top andbottom of slider switch 122 change from Accept and Defer to Arrivebutton 134 and Quit button 136, respectively. When the employee arrivesat the machine identified on the screen, he or she can move slider 122to its upper position and press Arrive button 134. This notifies thesystem that the employee is at the machine and ready to begin therequested service. It also stops the commute timer and stores that timewith the employee's record on the network.

Alternatively, at any time prior to pressing Arrive button 134, theemployee can move switch 122 down and press Quit button 136. Thisremoves the employee from the job, and the system initiates the processfor locating and dispatching another employee as described above.

But if the employee presses Arrive button 134, the screen shown in FIG.8 is presented with new buttons at the top and bottom of slider switch122 appearing. These are Complete button 138, which replaces Arrivebutton 134, and Escalate button 140, which replaces Quit button 136.Once at the machine, if the employee successfully completes the job, heor she slides switch 122 to the top and presses Complete button 138.This stops the completion timer with that time being stored with theemployee's record.

But if Escalate button 140 is depressed, the screen in FIG. 9 appears.This permits the employee to notify, via system 92, that the problemcannot be resolved without further assistance from someone who has adifferent job description or higher authority than the employee whoescalated the call. In the FIG. 9 screen, the employee can check the boxby one or more of the identified job types. Alternatively, an employeeto whom the call is escalated may be selected automatically based onqualifications, experience, rating (by players or the casino), etc. Onceso selected, the system notifies the employee to whom the call isescalated in a manner similar to notification for a pending call. In thepresent embodiment, calls are escalated to those with the job typesshown in Table 1 under Escalation Responders. In other words, each typeof call in Table 1 has predefined job categories who respond to requeststo escalate a call. FIG. 9 lists each of the job categories listed underEscalation Responders in Table 1. An escalate slider button 141 is sweptto the right to effect the call.

Once the employee selects one or more of the service providers in FIG. 9and swipes button 141, a final screen appears (not shown). The Escalatebutton 140 appears again, though this time at the top of bar 124, aswell as a Reassignment button 142 at the bottom of bar 124. Thus, theemployee can escalate yet again by summoning further service providers(as a result of sliding button 122 upwardly), or can reassign (bysliding button 122 down), i.e., bow out of further service on this call,leaving it to those who appeared with him, or those who responded to theescalation call or calls.

FIGS. 10-12 detail screens that are available for an employee carryingthe iPod touch device to summon help when he or she comes upon asituation that requires skills or a job qualification that the employeedoes not have. In FIG. 10 slider switch 122 on bar 124 may be moved toone of two positions—up to 911 or down to 311.After so moving, as withthe other switch options, the button to which switch 122 is moved mustbe depressed to call up the next screen. When the switch is moved to itsuppermost position and the 911 button is pressed, the screen in FIG. 11appears. When the switch is moved to its lowermost position and the 311button is pressed, the screen in FIG. 12 appears.

Considering first the 911 screen in FIG. 11, the employee is presentedwith a plurality of possible life-threatening emergencies. In FIG. 11,the employee has touched a box 146, which appears by the term Medical.The box is selected and so indicates by displaying a check mark therein.Next, the employee uses the iPod touch text feature to write a locationin a text box 148. This is implemented using a touchscreen keypad thatoperates in a fashion similar to those found on smartphones. After soentering the location in text box 148, the employee hits a send button150, which transmits the nature of the 911 emergency and the locationvia wireless network implemented by router 61 to offsite location 96.There it is processed and sent, also via the wireless network, to theperson best able to respond depending on the nature of the emergency andits location.

If in FIG. 10, slider switch 122 is moved down to the 311 button, andthat button is then depressed, the screen in FIG. 12 appears. Thisscreen also permits the user to select the nature of emergency bytouching one of three buttons 152, 154, 156. Unlike the 911 panel inFIG. 11, the user may also select responders, such as those listed intouch panels beneath buttons 152, 154, 156. Here, the user has selectedbutton 152 and checked the box adjacent the Slot Supervisor to indicatethe appropriate responder. As with FIG. 11, the user can specify thelocation of the concern in text box 148 and then press send button 150.As a result, the system notifies the best position and most qualifiedperson to respond.

Of course, there are times in a casino that are slow or where there maybe more employees than required to handle calls as described above.During these times, an employee who does not have any pending calls, asin FIG. 6, can request to be assigned to a task. A task is a job thatcan be done in a relatively large window, such as preventativemaintenance of a game or replacement of a monitor. As previouslymentioned, the “No Call” screen (not shown) appears when the employee isnot being called to one of service jobs set forth in Table 1. As alsodiscussed, the “No Call” screen includes a “Give me a Task” button,which, when pressed, displays a screen like that shown in FIG. 13. Theemployee may check one of the boxes shown opposite the listed tasks suchas tasks 158, 160, etc. Here the employee has checked the box by“Upgrade Validator 02-05-06,” the 6-digit number being a machine numberthat identifies the gaming machine where the work is to be done. Onceselected, a screen similar to FIG. 7 appears which permits the employeeto indicate his or her arrival at the machine or to quit the job, asdescribed above in connection with responding to calls. Thereafter, ascreen similar to FIG. 8 appears, allowing the employee to indicate thetask is complete or to escalate it, also as described in connection withcalls above.

Tasks can be scheduled automatically by examining the frequency withwhich calls are generated on specific machines or for specific issues ona machine. Because the system stores and analyzes data from all callsand other communications, it can be reviewed to spot a particular issue.For example, if bills jam frequently on the same machine, that billacceptor can automatically be scheduled for preventative maintenance todetermine if it needs servicing beyond clearing the jam.

Turning now to FIG. 14, indicated generally at 162 is an image of aniPad screen on one of iPad computers 102, 194 in FIG. 4. Like the iPodtouch screens, the iPad screen is a touch screen that permits a user toactuate buttons and make selections by touching the screen. Like theiPod touch devices, a user may log in to an iPad computer using his orher user identification and password. When logged in, the CasinoDashboard screen in FIG. 14 is first presented. As mentioned above, theiPad computers are typically used by an employee to whom other employeeson the floor report to. As will be seen, the functionality provided bythe iPad computer permits the user to monitor status of employees,calls, and tasks, and to change assignments when necessary or desirable.

A navigation bar 164 appears along the lower portion of screen 162. Theicons in the bar permit the user to select different screens as labeledbeneath each icon. A rectangle 165 indicates that the Dashboard screenis currently selected.

As with the iPod touches, a bar 166 changes between green, yellow, andred to indicate how busy the floor is by department. In other words, bar166 reflects how busy the user's area of responsibility is. If logged inas a floor attendant, the bar will reflect the volume in the slotdepartment; if logged in as a beverage, server, it will reflect thevolume there.

A plurality of gages, like gages 168, 170, 172 are each color codedgreen, yellow, and red. For example, gage 168 has a green arc 174, ayellow arc 176, and a red arc 178. Gage 168 indicates the averagecommute time to a call, and gage 172 indicates the average completiontime for a call. The gages in between gages 168, 172 indicate theaverage time to complete each of the 5 categories of calls in Table 1.The casino can set goal completion times within the system, e.g.,jackpots in 15 minutes. If the average is, e.g., 11 minutes, the needleis in the green zone; if 12-15 minutes, in the yellow zone; and above 15minutes in the red zone. At a glance, the supervisor can tell how wellthe staff is responding to calls by type relative to the casino goals.

An alerts section 180 displays notices including supervised staff whohave exceeded break times, calls dispatched where no one has acceptedthe call after a predefined time, and changes in a staff status screen182.

Staff status screen 182 can show only the supervisor's staff, inresponse to touching the “My Staff” tab on screen 182 or all stafflogged in at the casino, in response to touching the “Active Users” tabon screen 182. The supervisor can touch a name on the “My Staff” page,which causes a dialog box to appear that permits the user to edit theemployee profile, send a text message to the employee, or force a logout(which would be desired if the employee lost his or her iPod touchdevice). When an employee name is selected under the “Active Users” tab,the user of screen 162 may send text messages to that employee.

FIG. 15 indicates the “User Profile” selection in navigation bar 164.Using this screen, the supervisor can add a new user to his or herdepartment, including the information indicated on the screen. Theperson so added is then available to appear on the “My Staff” list whenlogged in.

FIG. 16 is an example of the data that is associated with each usersupervised. When a name is selected from the list on the left, theaverage times appear on the right along with the number of callsdeferred, quit, and completed.

In FIG. 17, the Sections button is selected in navigation bar 164. Thisis the page on which section associations are entered as described inconnection with Table 2. FIG. 17 depicts a different floor from thatdescribed in Table 2 above. This permits a supervisor with the requiredpermissions to associate different sections of the casino with oneanother to permit staff to be drawn from adjacent sections to answer acall. In FIG. 17, staff can be drawn from the sections listed in the“Drawing from” list to respond to calls in section B08 when there is noresponder in B08 as described above. Sections can be dragged between the“Drawing from” and “Not drawing from” list to reconfigure the associatedsections from which staff may be drawn. The sections to which respondersin B08 may be called are listed under “Sections drawing from B08.”

In FIG. 18, the Status box is selected in navigation bar 164. It breaksdown all users by section and permits the iPad user to perform a varietyof functions. For example, employees may ask to be on an Early Out List183, shown on the screen in FIG. 18. If the floor is adequately staffedthe status screen can be used to select an individual's name on the listand drag it to the logout box below. This sends a notice via thewireless network to his or her iPod touch indicating that the employeemay log out and leave. If, on the other hand, one section is quite busy,the user can touch an employee's name and drag it to another section. Apush notification is sent to the employee notifying him or her of thereassignment. When an employee is on break, his or her name is grayedout indicating they are unavailable. The supervisor may also call theemployee while on break to return to work when, e.g., the floor becomesbusy. When an employee logs out, his or her name disappears from theStatus screen. A user of the Status screen can also send notices to eachemployee instructing him or her to go on break.

In FIG. 19, the Service Calls icon is selected in navigation bar 164. Inthe left hand column, the “My Calls” panel can be selected (but is notin FIG. 19) to provide the iPad user with his or her current calls. Thishas the same functionality as described in connection with the iPadtouch devices above. Supervisors may need to respond to calls, such asfor large jackpots or when a call that is normally handled by someonewith a lower qualification is escalated. The supervisor monitors callsand accepts, arrives, defers, completes, and escalates in a mannersimilar to that described above.

Next down in the left hand column is “Tasks.” The supervisor may accepttasks that are appropriate for his or her level and deal with them inthe same manner as described above for tasks on the iPod touch device.The Give Me a Task panel is not selected in FIG. 19.

The next section in the left hand column displays “All Calls.” In thissection, a user can view all calls within the system in one of thesecategories: Unserviced Calls, All Calls, and Calls by Type. In FIG. 19,Calls by Type is selected. This lists all open calls by one of the fivecategories of call types in Table 1. In FIG. 19, there are 4 calls inthe General Tilt category, one in the Hand/Short Pays category, and onein the Printer/Paper category. Each call is displayed with an indicator,like indicators 184, 186, which is colored green, yellow, or redaccording to the color scheme described above to indicate how long thecall has been pending.

In FIG. 20, the last call in the second column, Printer Off, isselected. This provides detail in the third column about the callincluding who is responding and what the current status of the call is,e.g., accepted, arrived, escalated, etc.

In FIG. 21, the Unserviced Calls panel is selected in the first column.This displays a list of all pending calls that have not been accepted inthe second column. As with each of the categories under the All Callsheading, selecting one of the calls in the second column displays calldetails and status in the third column, as shown in FIG. 21 where theLow Battery call is selected in the second column.

In FIG. 22, the Text Message icon is selected in navigation bar 164.This screen works much like the text messaging on most smartphones. Anyuser logged in, whether on an iPad computer or an iPod touch device cansend messages to and receive messages from one another. The arrival ofnew messages triggers an audible tone. A number indicator (notappearing) on the Text Message icon displays the number of unreadmessages. To send a text, the name of any of the logged in users, whichappear in the first column, is touched. This creates a text balloon asshown with the recipient's name on the to field at the top. The userthen touches the balloon, a keyboard appears on the touch screen, andthe message is typed and sent by depressing a send button, which alsoappears on the keyboard. Such texting utilizes essentially the samefeatures and has similar functionality to SMS or MMS messaging in mobilephones.

Turning now to FIG. 23, indicated generally at 188 is another embodimentof the system of the present invention. Structure that generallycorresponds to that previously identified in system 92 in FIG. 4 retainsthe same numeral. As will be seen, system 188 includes additionalfunctionality that for the most part may be implemented via softwareaccessible by the system.

In addition to the structure described in FIG. 4, system 188 includes aplurality of gaming devices 190, 192, 194 connected to the Internet 62.Such devices may also include, e.g., a video gaming device like theXbox™ device made by Microsoft. They may be connected from homes,commercial establishments, or any place that the computing devices couldoperate. These gaming devices can comprise many different kinds ofcomputing devices. For example, gaming device 190 is a personalcomputer, gaming device 192 is a tablet computer, and gaming device 194is a smartphone. Smartphone 194 could be connected to Internet 62 via awireless or cellular connection.

Games may be implemented on any of these devices via a dedicatedapplication. Alternatively, game software may be provided on server 100,which executes and runs the software thereon. In such cases, thesoftware generates a game interface on the computing devices with whicha player interacts, typically via a web browser. Wagering may beeffected via deposit accounts opened using the computing device andinteracting with application server 100.

Obviously many of the events in Table 1 would not require or trigger aresponse from a casino agent for computing devices 190, 129, 194. Butsome kinds of gaming activity on these gaming devices could trigger aresponse from the operator of system 188. For example, deviations inwagering patterns on the gaming device might trigger a text message,automated or otherwise, from system 188 that could appear in a dialogbox on the computing device or be provided to the player's cell phone ifthat number is known.

The duration of play or deviations from duration of play could triggersuch a communication. Awards won or a sequence of losses could be usedto initiate a message. Essentially any event or series of events oncomputing devices 190, 129, 194 that can be tracked by system 188 couldbe used to trigger messages from the operator of system 188.

As another alternative embodiment, system 188 could be implementedwithout that portion in casino 94, i.e., it could be operating onlycomputing devices connected via Internet 62 from wherever they might be.

Another aspect that can be incorporated into either system 92 or system188 relates to assimilating personal data for the players. As mentionedabove, network 50 may include a player tracking system. Such systemsoften maintain a modest set of demographic information about eachplayer. This information may be used directly to personalize a message(for example, to identify the player's name for use in conversationduring the event resolution). Player tracking information may alsocontain a photo of the player, which is useful for identification. Whenan identified player is playing at a machine that triggers a call as aresult of an event, such as one of those in Table 1 or a beverage order,any such demographic data may be routed via the system to theresponder's iPod computer or iTouch device, thus enabling the responderto quickly identify the patron who may be affected by the event thatproduced the call and to address him or her by name.

In addition, the player can be directly notified that help is on the waywhen he or she has summoned assistance or when a call is generated as aresult of an issue with the player's gaming device. This message couldbe sent immediately after a problem is detected using information in theplayer's player-tracking record (or another source), such as a mobilephone number, for text or voice communication, instant message, an emailaddress, an address on a social media network, etc. This communicationmight read or be heard as follows: “Hi Diane. We've detected a bill jamon your game and apologize for the interruption in your play. A slottechnician, Dan Stevens, has been dispatched to resolve the problem andshould arrive within the next 3 minutes.” As a result, the dispatchedemployee may know the name of the patron, among other information, andthe patron knows the name of the person who is on their way to help orotherwise provide service.

The message could be displayed on the player tracking screen, on thegame screen, or both. This could be instead of or in addition tocommunication to the player's cell phone or other mobile device.

The demographic information is also useful as a key with which to obtainadditional information about the player. For example, if the player'saddress is within her player tracking record, that address could becompared to property records to determine whether the property is ownedor rented and its approximate value, which is then useful in gauging theplayer's potential worth as a customer. By accessing other externaldatabases, such as those for credit cards, shopping habits, magazinesubscriptions, automobile records, etc., a player's likely personality,affinities, likes and dislikes can be discerned.

This information may be gathered during the response to the call or whenthe player first signs up for a player tracking membership. In apreferred embodiment, the information is gathered at time of signup andupdated regularly thereafter.

The player tracking system also holds records on the player's historicalactivities within the casino, including game preferences, wageringhabits, whether the player is winning or losing, how long they have beenvisiting the casino, how long they have been at the casino on thisvisit, and a wide range of other data.

In another embodiment, the player is asked to respond to a surveyindicating the level of satisfaction with respect to how the call wasresolved. This could be as basic as asking a short yes/no questioninquiring whether they would want the responder to provide the sameservice another time if it was again required. The survey could bedelivered via the player tracking system, the player's cell phone—viatext, email, or call—or manually.

In a preferred embodiment, an additional database is created to storeevery event involving each player, how the event was resolved, who theagents were that handled the event and the survey results of the playerafter each event to determine satisfaction.

It is important to strive to provide every customer with a satisfyingexperience but casino resources are finite and, in busy times, it isimpossible to provide the maximum level of service to all consumers.

When more events occur than a casino's resources can handle, it iscommercially important to satisfy the most important customers first.Players who frequently visit the casino and wager in high volumes, ofcourse, are important. These players are identifiable through the playertracking database.

Also important are consumers who do not currently wager at high volumebut who have the capacity to do so in the future. The likelihood of agiven consumer to become a valuable player is predictable to animportant degree. Predictions of potential worth may be made by agentevaluations, recommendations by other players or by application orcommitment of the consumer.

Another important means of predicting importance is by comparingpersonal attributes of the unknown consumer against attributes of knownvaluable players. For example, a consumer without a history of wageringat a casino provides personal data showing he is a 48-year-old maleliving at zip code 89135.

Through the personal data assimilation described earlier, it is learnedthe consumer also belongs to a private country club, drives a luxury carand is a frequent flier. From its database on known players, the casinodetermines many high-value players share these characteristics.Therefore, this new player is accorded a high level of importance.

Alternatively, any player newly signed to the player's club may beconsidered of extra importance, regardless of whether any informationabout him or her is known. Studies have shown that a player's initialexperience in a casino will weigh heavily on whether that player returnsand the extent to which the player gambles there. As a result, any newplayer may be granted a higher priority.

Furthermore, even a player that is not enrolled in a player trackingsystem may warrant higher priority attention. For example, an uncardedplayer who has been wagering $4 per game for 4 hours would warrant ahigher level of attention than a player who had been playing penny gamesfor 10 minutes. The system can note the frequency of play and amounts ofwagers and infer that the same, albeit unidentified, player is playing agame.

Another embodiment of this invention utilizes standard geo-locationservices, such as GPS, cellular triangulation, and WiFi access pointmapping to determine location of casino agents. Interior locationservices based upon WiFi and other methods are available from a varietyof vendors, such as Google's “Google Maps 6.0,” Apple's mobile locationservice, or products from Meridian, http://www.meridianapps.com/, ofPortland Oreg. Any of these could be used to locate casino agents. Insuch a case, the section associations shown in Table 2 and describedabove may not be necessary, i.e., dispatch of employees is based onlocation (and of course qualification to do the job) as determined bythe geo-location service instead of Table 2.

While agent selection based upon the agent's technical qualificationsand physical location is technically efficient, it does notsignificantly improve the likelihood of consumer satisfaction or eventhe long-term efficiency of casino operations. As discussed above, whenan agent arrives to work, she logs into the system through her iPoddevice, iPad computer or other equivalent communication device, whichtells the system that she is available to handle events. At the end ofthe shift, the agent logs off, telling the system she is no longeravailable.

From login until logoff, when not on break, the system monitors andrecords the Agent's movements and actions. Many casinos are so large,multiple supervisors control a single agent, each overseeing an area ofthe casino. In such cases, the system is configured with eachsupervisor's identity, areas of responsibility and agents assigned tothe supervisor.

When the agent logs in, the communicator informs her of which supervisorshe reports to, her area of assignment and other details the supervisorwishes her to know. As also discussed above, she is also given anindication of how busy the casino is at any given time. All suchinformation is constantly updated throughout the shift.

At this point, the system has a list of events within the casino thatrequire service and a list of all available agents and theirqualifications. It also possesses knowledge of priorities and the areaand tasks to which each agent is assigned.

When a new event occurs, the system prioritizes it based upon playeridentity and how busy agents currently are at serving other events. Thefirst priority is consumer satisfaction. If there are multiple agentsqualified to handle the event and the player has had favorableinteractions with one of the available agents in the past, that agent isassigned the task. The system includes a database of all casinoemployees, their qualifications, training, and history of performance inresolving prior events. This database can be consulted to determinepriority by seeing how well the employee has resolved such calls ingeneral, whether the employee has resolved a call for this player in thepast, and, if so, how well he or she resolved the call and what, if any,survey response was made.

The communication device informs the agent of where the problem is and,optionally, the player's identity. The agent may also be reminded of thedate and circumstances of her last interaction with the player and begiven information about that player's preferences and desires.

If the player's importance is very high, an agent favored by the playermay be called off of a current assignment to serve the new event. Inthat case, the system will dispatch a substitute agent to finish thetask the diverted agent was working on.

If the event involves a lower-priority player, or if the player has noprior relationship with another agent, and if the casino is not busywith too many other events, the new event may be assigned to the agentwith the least experience at that particular kind of event, in order toimprove the agent's competence.

For example, Mary is a new agent, with little experience clearing billacceptor jams. A bill jam event comes in from the EGM at location B-47,which is in Mary's area of responsibility. The system determines theplayer at that EGM has no need or desire for service from a specificagent and so assigns the event to Mary, so she can become moreproficient. If the supervisor desires and personnel are available, anadditional agent, or supervisor, might be dispatched to the samelocation in order to provide additional training for Mary or to evaluateher performance.

If the casino is busy, or the player is sensitive to delays but has nopreferred agent, the task is assigned to the most experienced availableagent.

Every agent's activities are monitored, recorded and evaluated. Forexample, Tim is a moderately experienced agent assigned to a technicalmalfunction event that is historically tricky to remedy. The customer atthe involved EGM is a very high-value player, who is known to bedemanding.

The system initiates a timer when the event occurs, as described above.In this example, presume the system is configured to allow a maximum offive minutes to resolve the problem within the player's expectations.The event is assigned to Tim, and accepted by him 30 seconds after eventoccurrence. Tim's supervisor is informed that a critical event serviceis in progress. From Tim's current location, it should take a maximum oftwo minutes to reach the location.

If Tim does not reach the location within two minutes, his supervisor isalerted, so that another agent may be sent to help. In this case though,Tim does arrive within the allowed time. The system knows that Tim hasarrived when either (a) Tim so informs system through his communicationdevice and/or (b) the door to the game is opened (most systems reportEGM door openings and the door must be opened to fix the problem).

Tim should be able to fix the problem within three minutes after openingthe door. If Tim does not declare the job finished within the allottedtime, and/or the door is not properly closed within that time, thesupervisor is again so informed.

In this way, the system evaluates agent performance in comparison toplayer worth, demands, and expectations in light of how busy the casinois at that time. The system works to preemptively inform supervisors ofproblems so additional resources can be dispatched. Alternatively, thesystem can dispatch additional agents automatically, instead of simplyinforming the supervisor.

These are simply two examples of event situations and not an exhaustivedescription of the system's full capabilities. One of skill in the artof casino management will recognize there are many ways to improvecustomer satisfaction within a finite budget by comparing agentqualifications, experience and availability, against customerimportance, personality, history, and desires, while factoring in thenature of the event and the business of the casino to the time of thenew event.

While the above examples describe the dispatch of a single agent tohandle an event, it is anticipated that multiple agents may bedispatched simultaneously while other services are also provided. Forexample, when a player wins a jackpot of $1,200 or more the player isrequired to complete tax forms before payment is issued. For securityreasons, witnesses are required to verify the player was given themoney, security is needed to transport the money safely cross the casinofloor, and paperwork is required for the cage to provide the cash.

The system can simultaneously, or in staged timing, issue notificationsto the cage that cash is required, alert security to transport thefunds, cause a casino host to greet the player, explain the process andget tax form signatures, and send witnesses to verify the transaction.

As set forth in applicant's co-pending '355 application, any of themessages described herein may be delivered by a virtual persona, as canany other communication that may occur on this system. The virtualpersona messages may be via phone calls, text messages, e-mails, dialogboxes generated on screens, or any via any other telecommunicationsmethod. Further, such messages may be automatically generated orotherwise.

Illustrated in FIG. 24 is a portion of another embodiment. As with thepreviously described embodiments, the FIG. 24 embodiment is implementedon an iPad™ device, and FIG. 24 is a view of one of the displayedscreens on the device, which is indicated generally at 200. As with thefirst embodiment, there is a navigation bar at the bottom from whichdifferent screens can be selected. In FIG. 24, the Calls screen isselected and displayed. It includes three sections, a calls summarypanel 202, a call list panel 204, and a call detail panel 206. As can beseen in panel 202, the number of active calls is listed by category:All, Unserviced, By Section, and By Type. Panel 202 includes a sectionlisting Completed calls, also categorized: All, By Section, and By Type.There is also a Join selection, which permits a user of device 200 tojoin a call in progress as will be explained shortly. Device 200 isreferred to as a supervisor device, although any user can log into anydevice. The permitted user role, however, may limit the action that alogged in employee may take. And the system will not permit an employeeto log in under a role that is not associated with the employee in thesystem and therefore not a permitted role.

Each call listed in panel 204 includes at least one icon of a humanfigure, each of which correspond to a user who has been offered oraccepted a call generated by the system—or to a role in the system forwhich there is currently no user. The color of each icon indicateswhether the user has completed the call; whether the user has beenoffered or accepted the call, or has arrived at the location specifiedin the call; and whether there is no user associated with the roleneeded on the call.

The supervisor device 200 can view any category of the calls by touchingthe name in panel 202. For example, All calls is selected in panel 202of FIG. 24 and listed in panel 204. Unserviced calls, which is notselected in FIG. 24, lists all the calls that have not been accepted bya user. By Section lists all of the calls but sorted into subheadings bysection on the floor. And By Type lists all of the calls but sorted intosubheadings by type of call, e.g., Change Light On, General Tilt, BillAcceptor jam, etc. (FIG. 28 depicts calls sorted into subheadings.)Completed calls may be similarly displayed except there is no Unservicedcategory because all completed calls have been serviced.

As can be seen in FIG. 24, when one of the calls in panel 204 isselected, the detail for that call appears in panel 206. It is possiblefor supervisor device 200 to assign a user to the call by touching theAssign User button, which will soon be described in more detail. Thedetail panel 206, includes the type of call, in this case Bill Acceptorjam, The floor section, D03, and the machine number 0201. Because theplayer of this particular machine is logged in to his player trackingaccount, his name, John Smith, also appears along with his status,Silver, in the player tracking system. In addition, the type ofResponder, Floor Attendant, is listed as is status, Waiting forresponder. Finally, Remove Call button in the lower right hand cornerpermits supervisor device 200 to cancel the call but only if it has notyet been accepted by the user to whom the call was offered.

Before describing further functionality, it should be noted that thedrawings are populated with simulated data, including calls, machinelocations, users, comments, etc., which depict how the system actuallyworks on a gaming floor. There may be inconsistencies in the data fromone drawing to another. Regardless, the drawings illustrate the views,panels, buttons, various user inputs, and device responses that producethe decreased call times, increased user satisfaction, reportgeneration, and other benefits associated with these systems andmethods.

Turning now to FIG. 25, the Join button is selected in panel 202 thusgenerating a pop-up panel 208. Panel 208 included a scrollable list ofall active calls, only one of which is viewable in FIG. 25. As can beseen in panel 206, there is a call to a floor attendant who has not yetresponded by accepting or deferring the call. A user of device 200 mayscroll the list in panel 208 and touch a call, e.g., General Tilt call.Thereafter if the Join Call button on the panel 208 is pressed, the userof device 200 is added to the call and may respond in the same fashionas if the call were automatically generated by the system.

In FIG. 26, the user of device 200 has selected the Drink Request callin panel 204. As a result, the detail for that call is displayed inpanel 206 (although partially obscured in this view). There is an AssignUser button that appears in panel 206. When the Assign User button istouched, a pop-up panel 210 appears, which includes a scrollable list ofall employees who are logged in. As can be seen in panel 210, each lineincludes an employee name, the role in which the employee is currentlyregistered in the system, and the section or section where he or she isserving. The employees are sorted by work area, e.g., Slots, Security,and Beverage. Touching on one of those headers conceals the list underthe other headers and displays only the employees for the selected area,as show for slots in FIG. 26.

The Assign User button might be used when a user of device 200 selectsthe Unserviced Calls in panel 202 and sees a particularly old unservicedcall. Alternatively, the Assign User button may be used to assign a userto any active call, even if another user has accepted it. The Unservicedcalls include a color-coded stripe, like stripes 212, 214 at the leftside of each call in panel 204. Each color provides the supervisordevice 200 with a quick indication of how long the call has been open.For example, a green stripe would indicate a recently opened call, e.g.,less than 3 minutes, a yellow stripe 3-5 minutes, and a red stripe, over6 minutes. For unserviced calls, yellow and red stripes might inform theuser of device 200 that the call needs to be assigned using the AssignUser button as described. Different types of calls might requiredifferent times for their respective stripe colors to appear. And thesecould be different at different casinos, depending upon the targets forresponding to calls.

In each call detail of panel 206, which can be better seen in FIGS.24-26, there is an indication at the bottom of the panel of when thecall was created, either by the system or manually, when a user acceptedthe call, and when it was completed. Current status and elapsed time isalso displayed. As a result, a user of device 200 may quickly beinformed about which calls may need to have a user or another userassigned via panel 210.

FIG. 27 illustrates how device 200 is notified that the system hasoffered him or her a call. An audible alert occurs and a pop-up panel215 notifies the user of the call type, and the location, including thesection number and machine number. In addition, if the player at themachine requiring service is a carded player, i.e., logged into theplayer tracking system, his or her name and status appears on panel 215.Also appearing is the player's status, i.e., typically an indication ofhow much tracked wagering the player does. As a result, the user ofdevice 200 can provide service commensurate with the level ofsignificance associated with the player in the player tracking system.

If the user of device 200 presses the defer button, the call is offeredto another person on his or her device, panel 215 disappears, and thescreen reverts back to its condition before panel 215 appeared. If theAccept button is depressed, panel 215 also disappears, and the callbecomes the user's call on device 200. Because device 200 lists manycalls in panel 204, including the call to which the user is assigned, anexclamation point appears over the Calls button in the navigation bar toremind the user that he or she is on a call that has been offered,accepted, or not yet complete.

FIG. 28 depicts a pop-up panel 217 that appears on the screen if theuser tries to log out before completing an active call. The userdepresses the OK button on panel 214, completes the call and can thenlog out.

FIG. 29 depicts a feature in which a finger swipe across the name of aresponder in panel 206 brings up a delete button as shown. Whendepressed, this role is deleted from the call. This feature may only beexercised before a responder has accepted the call; after that it doesnot work. But alternative embodiments permit deletion at any time.

FIG. 30 shows an assignment pop-up menu 216, which may be accessed onany screen that is presented on device 200. In the upper left corner ofthe screen, the name of the employee logged in on device 200, JohnSmith, appears next to a downwardly directed arrow. Anytime the name istouched, menu 216 appears. When the entries on menu 216 are touched,additional screens (not shown) display. These additional screens permitthe employee to identify which role or roles of his or her permissibleroles the employee will be associated with during the current workperiod. The employee also designates the section or sections to which heor she will be assigned.

Each employee has a Machine Access Card that must be inserted into aslot in a card reader associated with each machine to obtain access tothe machine. This is the same type of card and is inserted into the sameslot as a player-tracking card. When the employee touches the LinkEmployee Card item on menu 216, he or she can insert the card into anycard reader. The system then presents on a pop-up screen (not shown) themachine number associated with the card reader into which the card wasinserted. When the employee touches the machine number the MachineAccess Card and employee user profile are linked in the system. As willbe seen, this facilitates automatic creation of a machine entry log andenables rapid supervisor response to an illegal entry.

The next menu item is Create Self Speed Call, which produces ascrollable pop-up panel 218 as shown in FIG. 31, which is describedshortly. The final menu item is Start Break, which produces a panelasking whether the employee wants to start his or her break. Twodifferent buttons appear, one for 15 minutes and one for 30 minutes,which can vary depending on the employee's status or job. But of courseany break time could be implemented. When one of the buttons is touched,break timers begin, and the employee's status in the system is indicatedas being on break. As will be seen, a supervisor can be notified via oneof the devices that an employee has exceeded the allocated break time.

Panel 218 permits the user of device 200 to manually generate a callthat he or she is assigned to. Various reasons for such a call appear onpanel 218 but different reasons could be used, or reasons that areentered manually via a keypad. This is the same panel that appears ifthe Create a New Call button is pressed on panel 208 in FIG. 25. Inother words, there are different ways to access panel 218. In FIG. 31,the user has selected Counterfeit, although this selection is not shown.Although not visible in FIG. 31 when the list on panel 218 is scrolledthe following additional types of creatable calls appear: Guest Dispute,Machine Entry, Medical, Restroom.

In FIG. 32 after selecting the type of call from the list on panel 218(counterfeit in this instance), the user is prompted to enter alocation. The user touches one of the listed section locations and thenenters, via a touch-screen keypad that appears when user touches thetext entry box beneath “Location Description,” a location. In this caseit is a machine number, but it could be anything, such as the name of arestaurant, a cashier's cage, etc.

As can be seen in FIG. 33, the newly created call appears on the user'scall detail panel, and an exclamation point appears over the Callsbutton in the navigation bar to indicate that the user is on an activecall. The type of call just created by the user, Counterfeit, and thecall location, also just created by the user, both appear in panel 206.This call, now being created in the system, also appears to other userswho use devices like device 200 and have the appropriate permissions toview calls.

In FIG. 34, the user has pressed the escalate button in FIG. 33, perhapsafter dealing with the situation for a while and determining that moreassistance is required. This brings up a pop-up panel 218, which permitsthe user to specify the role of an additional responder who will receivean offer to join this call. In addition, the user of device 200 canpress one of two buttons on panel 218: Remain on Call or Leave the Call.Thus he or she may be calling in reinforcement or turning the call overto another responder depending upon which button is pressed. The calldetail panel 206 will either disappear, if the user is leaving the call,or will indicate status of offer to additional responder(s) if the useris staying on the call.

In FIG. 35, the user of device 200 has selected Slot Technician bytouching that entry. A check mark appears to indicate it has beenselected. Because in FIG. 35, the user selected the Remain on the Callbutton on panel 35, after selecting the Slot Technician, the screenassumes the condition of FIG. 36, indicating who was offered the calland the status of the offer.

After the screen in FIG. 36 appears, the user of device 200, althoughinitially selecting the Remain on Call button in FIG. 35 has determinedthat he or she has either done all that can be done, the role in whichthe user is serving cannot help, or there is another reason why the usershould not remain on the call. So in FIG. 36, the user of device 200depresses the Complete button, and the screen of FIG. 37 appears,indicating the call is still on offer to the Slot Technician, but thatthe user, Tom Smith, is no longer on the call.

FIG. 38 illustrates further development of the Counterfeit calldescribed in the previous figures and also indicates a modified view forthe screen, which will now be described. Returning first briefly to FIG.37, a left-facing arrow 220 when touched actuates a slide-out menu 222to the position shown in FIG. 38. As can be seen, panel 202 disappears,panels 204, 206 shift to the left, and menu 222 appears in the formerlocation of panel 206. In FIG. 38, left-facing arrow 220 is replacedwith a right-facing arrow 224. When arrow 224 in FIG. 38 is touched,menu 222 disappears, and panels 202, 204, 206 return to the positionshown in FIG. 37.

Menu 222 includes two portions, an upper Alerts panel 226 and a lowerRadio panel 228. Radio panel may operate independently of menu 222. Whenpanels 202, 204, 206 are in the position shown in FIG. 37 and the Radioicon at the right end of the navigation bar is touched, menu 222 movesto the position shown in FIG. 38. Each time the Radio icon is touchedwhen the screen is as shown in FIG. 38, Radio panel 228 alternatelyappears and disappears. When it is not displayed, there is bettervisibility for the scrollable list on the Alerts panel 226, which willbe described in more detail.

The controls in Radio panel 228 facilitate voice communication among allthe current system users via their respective iPad or iPod touchdevices. The Radio panel includes a Scan Mode switch 230, which istoggled on and off when it is touched. When on, a scrollable list ofchannels may be viewed, only three of which, Security, Beverage, andMarketing are visible in FIG. 38. When a user swipes the listvertically, the list scrolls to reveal three additional channels:Emergency, Auxiliary, and Security. When a user first logs in, thesystem automatically assigns him or her to the channel that correspondsto the role associated with the user. Each user is always assigned toone channel over which all users on the channel can both broadcast andhear voice messages. By selecting the Scan Mode, a user can scroll thechannel list, touch a different channel, and switch to broadcasting andreceiving over the new channel.

When a user of device 200 wishes to send a message over their currentchannel, he or she presses the Start Recording switch. After a shortaudible signal, the device begins recording a message spoken by theuser, which can be a maximum of 12 seconds. The message is sent in oneof two ways. First, the user can hit the send button as soon as themessage is complete. Second, if the user has not hit the send buttonwithin 12 seconds after the message begins recording, the message isautomatically sent. In addition, the message may be canceled at any timebefore sending by hitting the Cancel button. A recording bar 232provides a visible indication of the 12-second maximum message recordingtime. It starts filling from left to right beginning with the start ofmessage recording and ending at the end on the right just as the12-second recording time elapses. The bar is part way between thebeginning and ending of a message that is being recorded in FIG. 38. Itindicates about 5 seconds of recording time has elapsed.

Each of the devices includes audio compression software that is helpfulin two respects. First, the audio signal is digitized and compressed,thus reducing system bandwidth on the wireless network. Second, noisesuppression is applied to remove the ambient casino noise that may bepicked up by the device microphone when a voice message is recorded.Because the calls are recorded, they can be stored, either on the deviceor retrieved from the server, and then replayed on the device.

The microphone to used to record a user's verbal message is that builtin to the device. And the speaker for replaying may be that built intothe device—or the device may be paired with a Bluetooth earpiece andmicrophone, to enable hands-free use of the device.

When a message is sent, it goes first to the system server, whichdetermines the current users on the channel to which the message shouldbe sent. The server then sends the messages to all users on thatchannel. Next, an audible alert occurs at each device that is set to thechannel of the message sender. Thereafter, the message plays. But ifanother message is currently being transmitted to or played on thechannel, an audible alert informs the sender that the message was notsent and that he or she must create and send the message again.Alternatively, because the message is recorded at the device, it may bestored, either at the device or on the server, and thereafter sent inresponse to the user again touching the Send button. In a still furtherversion, the server can stack all incoming messages in the orderreceived and send them in sequence. In the present embodiment, eachchannel's message traffic is independent of the others. Put differently,messages may be sent and received on each channel as described withoutregard to traffic on other channels.

In FIG. 39, device 200 is shown while a message is playing. As can beseen, the sender's name, Charles X-Ray, and the time of the message areshown on the channel on which the message was sent in the channel list.In this case, the sender is also the user of device 200. The same noticeof user name and time of message appears on all devices currently set onthe channel on which the message is sent.

FIG. 39 also illustrates one of the screens that appears when the UserProfile icon in the navigation is selected. It displays informationfields that the system generates and displays to the user of device 200.By selecting the Edit Profile button, the user can change theinformation presented. The upper portion is primarily information thatidentifies the employee and includes a system-generated indication ofwhether he or she has linked a machine access card. The performancestats display the average times it takes the employee to completedifferent types of calls for this shift or for another time frameselected by the user. There are also totals for completed, deferred, andquit calls, which are also for the shift or for a different time frame.

Concluding now the description of the Radio feature, FIG. 40 is a viewof a screen 232 of a device, indicated generally at 234, which isanother embodiment of the invention. Device 234 is implemented on aniPod touch and operates with device 200 in a fashion similar to how thedevices that display screens 118, 162 interact with the server and withone another. Like device 200, it includes a navigation bar, and alsoincludes Status, Call, Text, Radio, and About icons in a navigation barat the bottom of screen 232. When the Radio icon is touched, as shown inFIG. 40, the Radio screen appears. It includes the same controls as theRadio feature on device 200 and operates in essentially the same manner.It should be noted that in the views of FIGS. 39 and 40, Scan Mode isset to off. In FIG. 38, however, it is set to on. As discussed above,when it is on, the channel list is scrollable, which enables a user tochange channels. In the views of FIGS. 39 and 40 each device is set tohear and receive messages on the slot channel. Changing the channel canbe accomplished by using turning Scan Mode on or by touching the ChangeChannel entry, which presents a list of the channels from which thedesired channel may be chosen.

One of the channels is the Emergency channel. Unlike the other channels,when a user broadcasts on this channel, all users who are logged inreceive the message. The Auxiliary channel is available by subscriptiononly. Users who are not subscribed on the system do not see theAuxiliary channel on the list of channels presented on their devicescreen. This provides a private channel for authorized users, typicallyhigher-level supervisors, on which to communicate.

Implementing the radio feature in this manner provides severaladvantages. First, the messages may be stored, either on the devices oron the server, for later replay—by either the users or a supervisor of auser. In addition, because the messages are stored, a supervisor cancreate a message to one employee or to a group of employees in advanceof its delivery. For example, a supervisor can create a message at theevening before a shift begins, and store it—either on the server or onis or her device. When the employee or employees to whom the message isdirected logs in the next day, the radio message is delivered and heardby the employee.

Before moving on, a brief description will be provided of the functionsserved by the other icons on the navigation bar of device 234. Thestatus screen (not shown) presents information to the user of device 234indicating the section and role that is currently associated with theuser, typically those selected when the user logged in. In addition,there is a break switch that presents the same 15-minute/30-minuteoption described above. This switch starts a break clock running for theuser of the device. Finally, there is a logout button and an editbutton, the latter permitting the device user to change his or hersection or role. The Calls icon presents the screen on which servicecalls are offered to the user and which also indicates the currentstatus of a call the user has been offered or is on. This feature willbe described more fully with reference to additional drawings thatdetail call functionality. The Text icon presents a screen (not shownfor this embodiment) of text conversations and is the screen from whicha user sends and receives texts and reviews stored texts, essentially aspreviously described. Finally, the About icon can be used to present ascreen (not shown) that presents system or device information, such asthe version of the software operating the device, the site where thedevice is authorized to operate, etc. There are also buttons to Re-Linkthe Employee Card, in case the linking process described above needs tobe repeated and a button to change the employee's PIN, which is used tolog on.

In FIG. 41, the Stats icon is selected on the navigation bar. The viewin FIG. 41 shows the statistics for all users since the beginning of acurrent casino day, the time for which can be set in the system. Theyare categorized by event type because each type of event typically has adifferent expectation and goal for how much time is needed to resolvethat event. The system automatically calculates average times bydiscarding outlying times, e.g., those under one minute and those overone hour, and then calculating an average event time for a predefinedperiod, e.g. monthly, quarterly, annually, etc. These averages areautomatically updated.

These averages may be used to set a goal time. For example a currentgoal time for an event could be set to be 80% of the most recentlycalculated average for that event. Each event displayed in FIG. 41shows, for each event, the average time to resolve the event for thecurrent casino day thus far, the number of seconds over/under the mostrecently calculated average for that event, and the percentageover/under.

The average event time can also be used to expand the pool ofresponders. As will be recalled, if a primary responder does not accepta call within a first predefined time, the pool of responders isexpanded to include secondary responders. If there is no response fromthe expanded pool within a second predefined time, the pool can again beexpanded to include tertiary responders, and so forth. The time elapsedfrom the start of the event (and without acceptance) until the call isoffered to a secondary responder could be 80% of goal time, and if thecall is still not accepted, by one of the primary or secondaryresponders, within 100% of goal time, the call is now also offered tothe tertiary responders.

These averages and goal times may also be used for the color coding,previously described, which visually indicates whether a call iscurrently being handled within time (green), approaching its goal time(yellow), or overtime (red).

In the view of FIG. 41, a drop-down menu at the top is used to selectwhich statistics are shown. It is currently on all users, but theemployees are also listed by name in the drop-down menu. As a result,the statistics by employee can also be displayed in the same manner.

In FIG. 42, the user has touched the screen in FIG. 41 on the GeneralTilts statistics. This creates a pop-up screen shown in FIG. 42 of allof the General Tilt calls thus far in the current day. The user canagain touch one of the calls to see all of the detail (not illustrated)associated with the call. Hitting the print button in the upper rightcorner prints the currently active screen.

FIG. 43 illustrates another way to access statistics by employee. FIG.43 shows a view of a screen when the User Profile icon is depressed,which was described in connection with FIG. 39. When one of thecategories of calls is touched on screen 39, an expanded list of all ofthe calls for that category appears. In FIG. 43, the user has touchedthe Printer/Paper label, thereby producing the pop-up panel in FIG. 43listing all of the Printer/Paper Gaming Day Call History events for JohnSnow. Each of the three events in the list on the left of the pop-uppanel may be touched to produce the detail on the right of the panel. Asa result of using the features on the User Profile screen or the Statsscreen, rapid analysis and display of detail for any event or employeemay be quickly located and determined.

In FIG. 44, slide-out menu 222 is displayed. It includes 5 icons at thetop, the first being a system alert icon 236. When it is selected asshown, a scrollable alerts list appears on the menu. It includes severalcategories, two of which are visible, namely Max Call Time Exceeded andUnsupervised sections. An additional category (not visible) is IllegalMachine Entry. The number on the left side of each label is the numberof alerts currently in that category. When each category label istouched, the category expands, as shown in FIG. 44, to list each itemthat makes up the category. When the label is touched again, only thecategory label is shown along with the number of events.

When a maximum call time is exceeded, the alert appears in the Alertslist, and the supervisor may choose to act by texting or otherwisecontacting the responder, by assigning another responder (as describedabove), or by taking some other action. The supervisor may also chooseto assign or shift users to an unsupervised section. And of course anillegal machine entry requires immediate attention. Machine entry isaddressed in detail later on. Briefly, an illegal machine entry alert isgenerated by the system when a machine door sensor, each of which ismonitored on the network and by the system, indicates a door opened, andone of the following is true: a) no current user is linked to machineaccess card that is inserted into the card slot; b) there is no call atthe machine; c) no entry reason was generated (by the system) orprovided (by the responder); or d) the employee is on a call but at adifferent machine.

In FIG. 45, an Unserviced Calls icon 238 is selected, which lists all ofthe unserviced calls in the slide-out menu. As with other lists,touching one of the calls reveals the call detail in a panel positionedlike panel 206 in FIG. 38. Thus a supervisor may quickly see how manycalls there are, determine a rough status for each, via the coloredstripe to the left of each call, and quickly review the detail on any ofthe calls.

In FIG. 46, a Card Utilization icon 240 is selected. Doing so lists allof the categories of players in the player tracking system and indicatesof all those currently carded in and playing, the percentage of eachcategory. When one of the categories is touched a pop-up panel 242 inFIG. 47 creates a scrollable list of each player in that category andthe machine at which he or she is playing. This facilitates marketingefforts, including providing appropriate complementary amenities, suchas beverages, to an identified player.

Although exemplary lists are not shown for either, icon 244 generates ascrollable early out list, i.e., those employees who would like to leaveearly, if possible, and icon 246 displays a scrollable list of allcurrent users who are associated with more than one section on thegaming floor.

Next, FIGS. 48-52 illustrate use of the system to locate machines orplayers to assist with players' club and other marketing functions. Mostcasinos want to make personal connections with players, especially thosewho wager large amounts as well as regulars. It is desirable to be ableto greet, locate, and advise such players about game and machinelocations and to do so in a way that results in the player experiencinga personal connection with casino personnel.

FIGS. 48 and 49 illustrate screens that can be used to a) identify thename associated with a card inserted at a particular machine orb) usethe player's name to locate a particular machine into which the cardassociated with the player is inserted. In the embodiment of FIG. 48, aTools panel 248 includes a Players button and a Machines button. In FIG.48, the Players button is depressed, which brings up the Enter MachineID message above a text entry field 250. A players' club representative,or any other person equipped with one of the devices, can see a playerat one of the machines, enter the machine number (using the touch screenkeyboard, not shown), and have the player's name and player's clubstatus returned in Tools panel 248 in the space beneath text field 250when the user hits Enter on the keyboard. If the player is not cardedin, a message so indicating appears on panel 248. If there is no playeror an un-carded player, the message so indicates.

Conversely, looking now at FIG. 49, when the Machines button on panel248 is depressed, the phrase “Enter Name” appears above text field 250.As the user begins typing a player's name, a search program suggestsnames by displaying them in a list that drops down from text field 250(not shown). Each of the suggested names is from the list of currentcarded players. A user can at any time select one of the suggested namesor simply continue typing using the touch screen keyboard (not shown)until the name appears in full in field 250. When the user hits Enter onthe keyboard, the identity of the machine (Machine ID) having thatplayer's card in the associated card reader appears beneath text field250, as shown in FIG. 49. This enables a user to locate the gamingdevice at which the carded player is playing. If there is no playercarded in with that name, the system returns a message to that effect onpanel 248. And if two carded players happen to have the same name, bothnames are presented along with each player's birthday, which is storedin the player tracking record. Knowing the ages of both players may helpa user confirm which player is at the machine.

FIG. 50, in another embodiment, depicts a Locate Game feature in Toolspanel 248. Game names can be entered into a text field 252 via thekeyboard (not shown). As the name is spelled possible matches appear ina list below the text field. Once the name is fully entered, or selectedfrom the list of possible matches, game information is displayed asshown in FIG. 51. This enables any user on the floor to respond to aplayer's query concerning the location of a certain game title or todirect a player to a game that the device user thinks will be one thatthe player will appreciate.

Note that in in FIG. 51, the Game Information panel beneath text field252 lists the games in two categories: Hot Games and Ready Games. As isknown in the art, gaming machines can be set to average a set percent ofall wagers to be returned to players in the form of awards. Of course,each play of the game generates a random outcome, but if the game isdesigned and functioning properly, over time the average return willapproach the set payback. A payback of 92% is fairly typical. Butbecause each play is random, games can have short streaks in which theypay back more or less than the set payback. A game that is paying backmore over a short time is referred to as a hot game; a game paying backless is referred to as a ready game. Some players are superstitious andhave a preference for one game or the other—a hot one under the beliefthat it will continue to pay or a ready one because the player believesit is due to pay. This feature is described more fully in applicant's'355 application.

FIG. 52 discloses a screen in still another embodiment that simply listshot games and ready games. This permits a user to quickly provide aplayer on the floor with information about hot or ready games and thelocation of each.

Next, FIGS. 53-63 illustrate further use of the system to assist deviceusers in establishing personal connections with players or to otherwiseenhance the level of service that is offered. First, considering FIGS.53-55, a Welcome alert is generated by the system and included in thelist of calls displayed on the screen of device 200 as shown in FIG. 53.This alert is generated when a pre-identified member (or member of apre-identified group of players) of the players' club inserts his or hercard into a card reader for the first time on the current day. Forexample, all members of a particular tier in the player's club could beset to generate such an alert. In FIG. 53, player Bill James, who is inthe Elite tier of the player's club, carded in for the first time onJun. 4, 2013. Like all other events, the time—and lapsed time from eventstart—that the event was created, accepted, and completed, along withthe arrival time of the responder are displayed on this screen (and onthe associated user profile and statistics screens) and stored in thesystem.

FIG. 54 shows the screen of an iPod touch to which the Welcome Alert inFIG. 53 has been offered. Like other events, a pop-up panel indicatesoffers the call by displaying the type of call, machine location, andplayer name and status, with an invitation to accept or defer the call.A Pending Call screen appears behind the pop-up panel, also identifyingthe nature of the call along with the pertinent information.

FIG. 55 depicts the screen after the device user hits the Accept buttonin FIG. 54. From there, the call proceeds in the usual fashion with theuser being able to quit, arrive, escalate, etc. the call as previouslydescribed for other types of calls. This feature permits a responder tolocate and greet the identified player when he or she first beginsplaying for the day—an important way to make a valued player feel valuedand welcome.

Turning now to FIGS. 56-58, a Hot Player event is displayed on thescreen of device 200 in the usual fashion. This event was generated inresponse to any player, whether or not the player is enrolled in theplayer's club and whether or not a card is inserted, who wagers apredefined amount as detected and collected by the slot-machine network,which monitors the meters on each slot machine, including the bet andjackpot meters. The wagering could be above a certain level within apredefined period of time (e.g., over $2500 within 10 minutes), it couldbe a single wager above a predefined amount, or both. This can be setand changed in the system. When the Hot Player event is generated, theplayer's machine location, which is known in the system, is displayed inpanel 206. In this case, the hot player is a carded player so his nameappears as well. If the player were un-carded, only the machine locationwould appear.

FIG. 57 shows the panel that permits the user to whom the Hot Playerevent was offered to accept or defer. Like previously described calls,the Pending Call information appears behind the pop-up panel that offersthe call. When the accept button is pressed in FIG. 57, the screen thenappears as in FIG. 58. The responder then goes to the location of thehot machine, presses the arrive button in FIG. 58, greets the player,and in general makes him or her feel appreciated, with or withoutcomplementary amenities. And if the player is not carded, the respondercan assist with enrolling the player into the player's club. At the endof the interaction, the user depresses the complete button (not shown inthese views) to conclude the call.

FIG. 59 illustrates an Abandoned Card event. This can be an employeecard or a player's card. When a player's card is left in a card slot anda predefined length of time passes with no activity detected by thenetwork on the machine associated with the card reader, the systemgenerates an Abandoned Card event as shown in FIG. 59. When anemployee's card is left in, and a current call is not completed after apredefined length of time, the Abandoned Card event is generated andoffered to a user, as shown in FIG. 60. When the call is accepted inFIG. 60, the screen of FIG. 61 appears, the user heads for the machinehaving the card and retrieves it, if indeed it is abandoned, ordetermines what other course of action might be appropriate if there isa player or casino employee there. Like all other events, the usual usercommands may be utilized, and the usual goal times and averagecompletion times may be stored and displayed.

FIG. 62 provides an example of a setting screen for jackpotnotifications. In brief, this feature permits a user to enter a mobilephone number or email address to which a notification can be sent uponthe initial alert for a jackpot over a predefined amount, when thejackpot event is complete, or both. As can be seen in FIG. 62, multipleevents can trigger an email, illustrated in FIG. 62, or text, not shownbut implemented in a similar fashion. For example the four jackpotevents, which could each be selected from one of the drop-down menus inFIG. 62, could be set in the system in ranges: $0-$2499; $2500-$9,999;$10,000-$24,999; and $25,000 and up. Email addresses are entered in thetext box associated with each event. In the case of text notification,the text field would contain the number of a mobile phone. And both textand email can be generated for carded players, un-carded players, orboth. The notification will include the player's name and player's clubstatus, if known, the amount of the jackpot, and the machine location.These notifications are in addition to the usual jackpot eventsgenerated by the system to which users must respond, e.g., to hand pay ajackpot. The notifications generated by the feature illustrated in FIG.62 are more for marketing and player relations, permitting anyone whosigns up for such notifications to quickly know about machine locationsand players—or in the case of un-carded events, machine locationsonly—where jackpots of a predetermined size are won.

In FIG. 63, an arm of a user, indicated generally at 254, has device 234attached to the user's arm via a strap 256, which can be repeatedlysecured to and removed from the user's arm via a hook and loop material,such as Velcro™ material. The view of FIG. 63 shows device 234 as theuser may use it on his or her shift. This leaves the user's hands freeto perform work on the machine or otherwise carry out his or her dutieswhile being able to refer to the screen responsive to an audible alertor to send a radio or text message. The alert may indicate that a radioor text message is on the way or that the user has received a call,which may come via the device's speaker or via a wireless headphone. Asa result, the user typically refers to the device only when necessary asopposed to having to continually refer to it to check the status ofcommunications and calls.

Turning now to FIG. 64, consideration will be give to the manner inwhich the MEAL log is generated. A user's screen 260 on an iPod deviceas described above shows that the user does not have a pending or activecall, i.e., he or she is available to receive call offers.

In FIG. 65, screen 260 shows that a Call has been offered, in this casea General Tilt at slot machine number 04 located in bank 31 of sectionB08, where the user is assigned or associated. As is known in theindustry, General Tilt is a generic term for a variety of differentproblems, like those listed in Table 1, all of which require entry intothe machine to address. When the user touches the Accept button in FIG.65, the display of FIG. 66 appears on screen 260.

After the user arrives at the machine, he or she can either depress theArrive button on the screen or insert his or her user card into the cardreader associated with the machine. Either way notifies the system thatthe user is at the machine, after which the display of FIG. 67 appears,but without—at least initially—the Call update failed panel, which isshortly explained. As with other calls, the user can escalate asdescribed above, if he or she needs assistance to complete the call. Inaddition, a comment button 262, appears when the system detects a signalfrom the door sensor indicating the door for this machine was opened.When button 262 is touched, a panel (not shown) labeled “Add a Comment”along with a touch screen keyboard (also not shown) appears, whichenables a user to associate a comment with the MEAL entry. This couldprovide more detail about the work performed beyond the system-generatedcall name, e.g., “Reset bill acceptor.”

Once the call is complete, whether the user elects to add a comment ornot, the user withdraws his or her card from the card reader, andtouches the Complete button. The screen thereafter presents the displayshown in FIG. 64, which appears when the user is available to receivecall offers. If the user fails to withdraw his or her card beforetouching the complete button, a panel 264 in FIG. 67 appears to promptthe user to remove their card.

Sometimes the door sensor on a gaming device has failed or otherwisedoes not provide a signal to the system to indicate that a door has beenopened. As a result, the comment button does not appear on screen 260,even when the door is opened. If this happens on a call, such as aGeneral Tilt, that requires a door open event, when the user touches thecomplete button in FIG. 67, a panel 266 and associated keyboard appears(FIG. 68) to enable the user to enter a comment with they keyboard andtouching the yes button on panel 266. (This is similar to the panel andkeyboard that appears when the Comment button is touched, as discussesabove.) In other words, the system assumes the sensor is not workingwhen it does not receive a door-open sensor for a call that requiresmachine entry. In some cases, the user may arrive at the machine and beable to resolve the issue without opening the door, or otherwise has notopened the door when the call is completed. In this case, the usertouches the no button on panel 266. After either the yes or no button onpanel 266 is touched, the screen returns to the display shown in FIG.64, and the user is again available to receive offered calls.

Before recording this call in the MEAL log, the system first checks toconfirm: a) the request from the user's device must give a callidentifier, b) the call so identified must exist and be found by thesystem, c) the call is one that requires machine entry, and d) the callmust be associated with a gaming machine that stored by the system.

The present implementation also permits a user to enter a machine andcreate a corresponding MEAL entry on his or her initiative. In otherwords, this can happen even when the system has not generated any callat all. To do so, the user touches the Create a Call button in FIG. 64,which causes a scrollable list of call types to appear in FIGS. 69 and70. In the view of FIG. 70 the list has been scrolled so that more calltypes can be displayed. When the call to be created requires entering amachine, the user touches Machine Entry in FIG. 70, which displays ascrollable submenu listing typical reasons for entering a machine, asshown in FIG. 71. When the Other panel is touched in FIG. 71, a commentbox appears, which when touched displays the touch-screen keyboard topermit the user to create a reason for entry, which will be included inthe MEAL log.

In FIG. 72, the user has reconsidered the reason for entering themachine and has changed the selection from Other to Tilt by touching theTilt panel. When the user hits the Next button in FIG. 72, a furthersubmenu shown in FIG. 73 appears, which permits further specification ofthe reason for entry. Here the Button Panel reason is selected. When theSelect a Reason button is touched, the screen displays as shown in FIG.74. The sections stored in the system appear, with B08 being selected inresponse to a touch from the user. The bank and seat text fields musteach be touched and the corresponding number for each entered using thekeyboard. When the Apply button is touched the information is sent tothe server, which first checks to confirm that a slot machine numbered04 in bank 31 of section B08 is listed in the stored machines. If so,the Active Call screen of FIG. 75 is presented.

When the door is opened, the sensor causes the system to present thescreen depicted in FIG. 76 in which a Comment button is added. Fromthere the call proceeds like any other, i.e., as if it had beengenerated in response to a system signal.

Consideration will now be given to how a user is presented with asystem-generated call that normally does not require entry into amachine, but during the course of the call, the door is opened. In FIG.77, a user is offered a call in response to a change light turned on bya player at the displayed slot machine location. The user accepts thecall, and the screen then appears as shown in FIG. 78. After arrival,the user touches the Arrive button or inserts their card into the cardreader, and the screen assumes the view of FIG. 79.

During the course of the call, the user determines that he or she mustenter the machine. This may happen, for instance, when the customer asksthe user to check the game history. When the door is opened, the sensorsignals the system, which presents a scrollable menu as shown in FIG.80, which is the same as that shown in FIGS. 69-70. Here, the new callis a Machine Entry, which the user touches. This brings up the samescrollable submenu functionality shown in FIGS. 71-73. Because the listshown in FIGS. 69-70 is generated by touching the Create a Call button,it is headed Speed Call Type. The list in FIG. 80 is created in responseto the door opening on a call not normally requiring machine entry. As aresult, it is captioned Create a new call?

After the call is created, it proceeds as any other call. For the systemto create the MEAL log entry, several conditions must be satisfied: a)the user must be carded in to the machine, b) there must be a call atthe machine, c) the card in at the machine is associated with the userwho accepted the call, and d) the user has selected a MEAL reason viatheir device.

There is also a call that can be created when, for whatever reason, theuser's iOS device is not communicating with the server. Such a conditionmay occur when, e.g., the wireless network is down or the server is notfunctioning properly. It is of course desirable to continue service tomachines and to log data regarding such service—especially machine entryevents, which are closely monitored by casino operators and regulators.

FIG. 81 depicts the display on screen 260 when a user cannot log in. TheConnect button sends a wireless signal to initiate communication withthe server but if it cannot be made, the user can touch the Offline MealEntry button, which produces the screen shown in FIG. 82. This screenprovides for entry of various data that is stored locally on the user'siOS device until the connection to the server is restored when it isthen uploaded to the server and stored with the other call and MEALrecords. The user enters his or her Login and PIN and may also enter areason for entry in the Comments box using the touch screen keyboard,not visible in FIG. 82. Next, the user touches an arrow 268, which callsup the screen of FIG. 83. This screen enables the user to enterinformation identifying the machine that he or she is preparing to enterand functions similarly to the manner described in connection with FIG.74. When the Apply button is touched, the screen again reverts to thedisplay of FIG. 82, and the user touches a second arrow 270, whichproduces the display in FIG. 84. This permits the user to enter a reasonin a fashion similar to that described in connection with FIGS. 71-73.Once the reason is selected, the screen of FIG. 82 appears again, andthe user may touch the Save button, which stores it locally.

When the connection to the server is restored, the entry isautomatically transmitted to be stored as a system record. Oncetransmitted, the entry is first checked for validity. The locationentered must correspond to a valid machine, the record for which isstored in the system. And the employee identified in the login name mustexist and be in the Slots department.

In FIG. 85, the supervisor Stats page is displayed with one of thecategories being Total MEAL entries 272. When category 272 is touched,details by call appear in the format shown in FIG. 86.

Each of the types of MEAL entries discussed above include the followingdata: date, time, Reason for entry/Duties performed, Comments (if any),User's name, and Badge number. In addition, each entry is associatedwith data related to the machine that the entry documents. Informationabout each machine is stored on or accessible by the system andincludes: Machine number, Serial number, Location, Program name, Programnumber, Certification number, Purchase date, On floor date, Off floordate, Sale date, and Model type. As a result, reports may be generatedin a variety of ways to review information related to machine entries,e.g., by machine, by employee, by section, etc.

The system creates a potential MEAL record each time a call isdispatched because, as described above, a machine may be entered duringany call—even one that was not initiated as a call that requires machineentry. The potential record, which includes the employee identificationand call data is not stored in a MEAL entry unless and until either thesensor indicates an open door on the machine that is associated with thecall (whether system or user initiated), or when the user responds withYes when presented with a panel asking if the machine was opened, likethat shown in FIG. 68.

It can therefore be seen that this system constrains users by requiringMEAL entries under certain conditions, and by automatically collectingand entering the required information. Finishing now the MEALdescription with reference to the flow charts in FIGS. 87-89, indicatedgenerally at 274 in FIGS. 87A and 87B is a flow chart that summarizes anoperation when a user receives a call that typically requires machineentry, such as printer, validator, or general tilt malfunctions. FIGS.87A and 87B are self-explanatory, and portray mostly previouslydescribed functionality. One feature bears further discussion, namelythe ability of a non-dispatched user to intercept a call. In step 276, adispatched user, i.e., one who has accepted a call has not arrivedwithin a reasonable period of time. Another user could happen to be inthe area of the machine or could be assigned to the call by asupervisor. The non-dispatched user can take over a call in one of twoways—either by inserting his or her card in the card reader of themachine to which the call is dispatched in step 278 or by using theiriOS device to join or create a call in step 280. Either way, the systemrecognizes that another user is assigned to the call, referred to as acarded-in user in step 278, although the user might have been recognizedin step 280 without actually inserting a card. From there the callproceeds with the non-dispatched user in the same manner as if thedispatched user had arrived and begun work.

FIGS. 88A and 88B summarize an operation when a user is dispatched on acall that typically does not require a MEAL entry. In step 282 in FIG.88B, if the user does not open the machine door, the call proceeds likeany other. If, however, the door is opened, a MEAL entry is created andstored.

FIG. 89 depicts an operation in which a user provides non-dispatchedservice to a machine beginning at step 284. This call can be userinitiated either by inserting the user's card at branch 286 or bycreating a call on his or her iOS device at branch 288. If the serviceselected by the user does not require machine entry, the call proceedsas a non-MEAL call in step 290. If a reason for entry is selected instep 292, and the door is opened in step 294, the MEAL entry is createdin step 296.

Finally, one aspect of machine entry relates to system-defined illegalentries. If no user is linked to the server, either via employee card orby a successfully completed call creation or joined call, and a dooropens, an illegal alert is generated on a supervisor's iOS device. Ifthere is no call at the machine or if there is a call but no MEAL reasonis provided and a door opens, an alert is also generated. An alert isalso generated if the user is on a call but it is a different machinefrom where the machine entry occurred.

Another feature of the present system relates to fair distribution ofoffers to accept jackpot calls. Some casinos pool their tips and splitthe pooled tips based on the amount of hours worked. Others permitemployees to keep all of their tips. In the latter operations, it isimportant to give everyone equal opportunity to be dispatched on callsto complete jackpots, which is where the majority of tips is earned.

The present implementation maintains a sequential jackpot eligibilitylist for each section in FIG. 5. Before any jackpots area awarded,everyone is on an equal basis. The list includes each user assigned to aparticular section and each user in a section that is associated withthe particular section. Initially all users are ranked in order from theuser logged in the longest time to the one logged in the shortest time.

When the first jackpot hits, the system starts at the top of the listand works down until an available user is located. Available here meansnot on a pending or active call and not on break. When the availableuser is located, the jackpot call is offered to the user. Regardless ofwhether the user accepts, defers, quits, or completes the call, thatuser is moved to the bottom of the list as a result of having beenoffered the jackpot call. If the user defers or otherwise does notcomplete the call, the system again starts at the top of the list andmoves down in sequence to offer the call to the next available user, andso on.

When the next jackpot hits, the system again starts at the top of thelist and works down until an available user is located, who is offeredthe call and moved to the bottom of the list. If the user defers orotherwise does not complete the call, the system again starts at the topof the list and moves down in sequence to offer the call to the nextavailable user, and so on.

There is another routing feature that a casino will likely use whenimplementing the present system, namely giving priority to certain typesof calls. First, on a floor that is adequately staffed during a timewhen slot machines are not particularly busy, all calls may be offeredas soon as the system receives them. In other words, there are availableusers who are neither on a pending or active call nor on break. Butoften, especially when the floor gets busy, the calls are coming infaster than they can be serviced. As a result, a queue of calls isformed. In the past, because it is desirable to quickly respond tojackpot calls, those calls were always placed at the top of the queuerather than at the bottom. But the remaining non-jackpot calls were allserviced in first-in-first-out time order.

The present implementation permits calls to be prioritized based on avariety of factors. Each call is assigned a priority level ranging from1 to 9, with 9 being the lowest priority call and 1, the highest. Inaddition to assigning a priority level when the call first enters thequeue, the priority may change after the call is initially queued as aresult of events that occur after the call first enters the queue. Thefollowing Table 7 illustrates one way in which calls are initiallyordered in the queue.

TABLE 7 Ranking Regular Call Jackpot Call Uncarded Player 9 7 Silver 8 7Gold 7 5 Platinum 6 4 Elite 5 3

When an event from a machine comes in, it is tentatively assigned eithera 9, if a regular call, or a 7, if a jackpot call. If there is a cardedplayer playing the machine that generated the event, the player ID isattached to the event message. This permits the system to look up theplayer and determine the player ranking, with one example of rankingbeing shown in Table 7. The priorities are then assigned according toTable 7 and the call is placed in the queue in chronological order ofthe time it came in with each call having an assigned priority value.This queue may be displayed on a supervisor's device as UnservicedCalls, as shown in FIG. 21. This queue is always maintained in thechronological order in which the call was received. In the presentimplementation the priority value does not appear on a display, althoughit easily could.

Several different parameters can escalate any call to a higher priorityvalue. For every 30 seconds that passes between initial generation ofthe call and before the call is accepted, the priority level increasesby one, e.g., a 9 goes to an 8, a 6 to a 5, and so forth. As a result,older calls steadily increase in priority.

As responders complete calls, go of break, log in, or otherwise becomeavailable to take a call, the system offers calls based on priorityvalue, i.e., all with 1 values are first offered, all with 2 values arenext offered, etc. And within each rank, e.g., all with 1 values, callsare offered in first-in-first-out order.

In addition, calls may be manually deferred by a user, automaticallydeferred by the system if the user does not respond to the offer in atimely fashion, and reassigned by a supervisor. Any one of these eventsalso results in an increase (toward higher priority) of one in priorityvalue. As a result, when the call is returned to the queue afterdeferral or reassignment, it is assigned to a higher priority group andis more likely to be serviced sooner.

With this system, highly ranked players may receive more prompt service,which is consistent with the operator's goal of paying special attentionto the top players. But even an uncarded player who has had to wait fora long time for service may ultimately receive service before a highlyranked player as a result of the priority assignment. These priorityvalues and adjustments to them, may be modified to satisfy a casino'sservice goals. For example, the 30-second time to increase priorityvalue could be modified. Or newly carded players could be granted ahigher priority. Or the highest rank could always go to the toppriority.

The various embodiments of the system described above, improve theexperience of a consumer within a commercial environment. As is obvious,customer satisfaction is essential to gaining repeat business.

Although this discussion describes consumers in the role of gamblers orpotential gamblers within a casino, this system is equally beneficial inany gambling environment including within a traditional casino, viamobile communication device, such as a phone, pad or laptop computer andwhen the consumer is at home via the same devices along with a moretraditional fixed personal computer or game device such a Microsoft'sXbox.

The system is also applicable to non-gambling businesses where consumergratification—leaving the consumer with a positive memory of anexperience—is important. In sum, this system may be equally wellimplemented in any commercial enterprise, both gambling and non-gamblingand with physical or virtual presence.

In casino operations, consumer satisfaction is presumed to exist whenservices are delivered within defined parameters. For example, if aconsumer experiences a problem and an agent provides assistance within aprescribed time, it is presumed the consumer is satisfied.

In practice, satisfaction is determined more by the respect,consideration, recognition, empathy, and kindness with which the serviceis delivered rather than with than the actual service itself or thespeed with which it is delivered.

Modern casinos lack the tools with which to personalize services forindividual consumers, motivate user agents to deliver satisfyingexperiences or to measure the performance of users or actualsatisfaction of consumers.

The systems described above make it possible to personalize services forconsumers, motivate user agents to deliver respectful and gratifyingservices, and measure the level of consumer satisfaction with eachservice delivered.

The present development relates to dispatch systems and moreparticularly to such systems that are implemented via computer networks.

It is known in connection with such systems to include a feature thatprevents an employee from being dispatched in response to a servicelight button at a gaming device that was inadvertently depressed. In thenormal course of business, a player presses the button, which lights alight on the gaming device. Before computer-implemented dispatchsystems, attendants walked the floor looking for lights that were on tosee what service the player might need, e.g., to order a beverage or getsome change. Once the attendant arrives, the light is switched off andthe service is provided. In this system if a player, housecleaner, orattendant accidentally pressed the button, which happens on a regularbasis, he or she simply switches the light off.

When computerized dispatch systems came into use, the systems detected alight-on network packet, also referred to as a light-on event, which wasgenerated in response to actuating a service-light button at anidentified slot machine. As a result, simply turning the light off—evenif done immediately—in and of itself would not prevent the originalevent from generating a call. The prior art did, however, also detectlight-off packets (events) that are generated whenever a service-lightbutton was turned off. The light-off events also carried informationthat identified the machine where the light was turned off. To preventat least some unnecessary calls from being generated, each light-onevent is stored in a queue for a predetermined length of time, e.g., 15seconds. In addition, every light-off event that comes in is checkedagainst each event in the queue to see if they are associated with thesame machine. If so, the light-on event is removed from the queue andthe call is never generated. But if the light-on event remains in thequeue for the full 15 seconds, a call for that machine is generated.

In this prior art system, once a call is generated it is not cleared,i.e., canceled, even if the light is turned off after the 15-seconddelay.

The present development provides for clearing calls that no longerrequire a response as a result of a detected network signal. It alsoaddresses calls that should not be generated or should be cleared aftergeneration in response to an earlier-received network signal (as opposedto a later-received network signal as is the case with the servicelight) that indicates the call is not necessary. And it facilitates useof several different events to suppress or cancel a call, use of oneevent to suppress or cancel several different calls, and use of severaldifferent events that would each suppress or cancel several differentcalls.

The present system can deal with virtually any type of event or callthat is generated. One example, discussed above, is the change light,which is the only event that the prior art dealt with. And once a callwas generated, there was no clearing it. In this system, however, achange light call can be cleared at any time when the change light isturned off, which generates a corresponding light-off event, so long asthe attendant has not arrived at the machine, i.e., swiped the arrivedslider on his or her device. This is an example of a subsequent eventclearing a prior event.

Another example relates to a proprietary slot management system thatgenerates both a machine-paid jackpot packet/event and a jackpotpacket/event for the same player award. These events are used by thesystem for accounting purposes. The jackpot event is used by thedispatch system to dispatch attendants to hand pay and verify jackpotsover a certain amount. But if the jackpot has been machine paid, thereis no need to dispatch attendants for a hand pay. Put differently, ifthere is a jackpot event that is not preceded by a hand-pay event, theattendants should be dispatched for a hand pay.

Still another example relates to bill-acceptor jams. Such jams generatea jam event on the network that is used to create a call. Each time abill acceptor accepts a different denomination of currency, a differentevent is generated, e.g., $10 accepted, $20 accepted, etc. If a jamevent is followed by an event of any bill being accepted it is desirableto clear the call, assuming it has not been accepted. This scenario, ajam followed by an accepted bill, could occur if an attendant clearedthe jam because he or she was nearby and cleared the jam without beingon a system generated call.

The table in the co-pending application refers only to calls, but eachof these calls was triggered by a corresponding event. Any of theseevents could be used to clear any other event, multiple events could beused to clear one event, multiple events could be cleared by one event,and each of multiple events could be cleared by each of other multipleevents.

At the network level, a database table is created that incorporates therules. An exemplary format, and including a single exemplary entry, forsuch a table is below. The actual table has many rows, each of whichcomprises a separate rule.

RULE TABLE Event Event Event Hold Time Code A Code B Type Time On/OffStamp 200 190 2 30 True 2013-07-12 10:48:46

The first two columns are event codes, some of which are used to triggercalls in the table in the co-pending application. Because differentmanufactures of slot systems each use proprietary codes to designate anevent, it is necessary to map each of those into a corresponding code inthe present system. For example, the above table depicts code 200 in thefirst column, which corresponds to a service-light on event regardlessof which slot management system the slot machines are connected to. AndEvent Code B in the second column corresponds to a service-light offevent.

The Event Type column is an entry that indicates which of two ways therule will be applied. One way is: If event A occurs before event Bwithin the configured duration (Hold Time=30 seconds), ignore event B.This is the example given above relating to a machine-paid jackpot eventand a jackpot event, which is hand paid. The other way is: If event Boccurs after event A, ignore event A. This corresponds to the servicelight and bill acceptor examples. In this nomenclature, event A alwaysoccurs before event B, but depending upon which of two types ofprocessing is applied either event A will be ignored or event B will.The service light rule shown in the first row is the second event type,i.e., if event A occurs before event B within the configured duration(Hold Time=30 seconds), ignore event B.

The on/off column indicates whether the rule is currently in effect. Thelast column is a time stamp indicating when the rule was last updated.In the present embodiment the only columns that can be updated are HoldTime and On/Off, and casino personnel can configure each of these asdesired.

In operation, all of the events collected from the network stream intothe system. Each event comprises a packet that identifies the nature ofthe event (the event code) and the machine from which it originated.Each event is checked against the table to see if it has a code thatcorresponds to one in the table, either event A or B. If so, it isstored in a memory location that corresponds to the particular machineassociated with that event.

And as each new event is stored in memory, it is compared with each ofthe events previously stored to see if one of the rules in the tableabove applies. Put differently, each stored item is checked against eachnew item to see if the stored item includes an Event Code A from one ofthe rows and the new event includes an Event Code B from the same row.For example, if a stored event associated with a particular machineincludes Event Code 200 (service light on) each event is checked to seeif it includes an Event Code 190 (service light off). If so the rule inthe first row shown above is applied, i.e., the stored event havingEvent Code 200 is cleared from memory. As a result, a service light callis not created.

The Hold Time is the amount of time each event is stored in memorybefore it is cleared. If the event sits in memory for the entire holdtime without the rule being applied, it is consequently removed frommemory and used to create a call. In the case of an event coded 200,which is in the rule in the first row, a service light call is created.

Once any call is created, it is also stored in memory at the locationassociated with the machine that generated the event from which the callwas produced up until the time the attendant swipes the arrived slideron his or her device, which clears the call from memory. Each storedcall in memory is checked against the rule table and each incomingevent, just like each of the stored events are checked. If the eventcode that was used to create the stored call corresponds to an EventCode A from one of the rules and the incoming event comprise an EventCode B from the same rule (row), the rule is applied.

For example, one sequence could be that an event having code 200 (lighton) for a particular machine arrives and is stored in memory at thelocation associated with the machine where the light was turned on.Additional arriving events are checked against the stored light-onevent, but the hold time lapses without a code 190 event (light off)arriving for that machine. As a result, the rule in the first row is notapplied to this light-on event and it is cleared from memory and used togenerate a light-on call, which sends the call to an attendant's device.As this call is generated it is stored in the memory location associatedwith the machine, i.e., the same location from which the event that wasused to create the call was just cleared.

Each new incoming event and call is checked against each stored eventand call to see if one of the rules applies. In the present case if anevent code 190 comes in before the attendant swipes the arrived slideron his or her device in response to the call based on event code 200,the call is cleared from the memory. If the employee has accepted thecall but not yet arrived, the call is cleared and the employee isnotified via the device that the call is no longer active.

A prior event may clear a subsequent call and a call may be cleared by asubsequent event. In other words, the two event type rules apply equallywell when Event Codes A and B are both events or when one is a call andthe other is an event. In addition, as when rules are applied only toevents, a single call may be cleared by multiple events.

It should be noted that when multiple events clear a single event orcall, or vice versa, or when each of multiple events clears each ofdifferent multiple events or calls, each possible combination of eventsand calls require a separate rule (row) in the table.

Here is an exemplary list of events and corresponding events (labeledanti-events) that could be used to cancel the event:

Event Anti-event Change light on Change light off Machine paid JP before1150 event JP hopper paid Bill validator hardware error Bills in, ticketin (one to many) Bill acceptor jam Bills in, ticket in (one to many)Printer jam Printer reset BE2 offline BE2 online Illegal drop door openDrop door closed Bill acceptor removed Bill acceptor inserted Ticketprinter off Ticket printer on Hopper low Hopper full Game disabled Gameenabled Attendant was requested Attendant request canceled Drink servicerequested Drink service canceled Account pin locked Account pin unlockedPaper low Paper full

One to many in the list above refers to a plurality of anti-events, inthis case any denomination of bill or any value of ticket, which couldbe used to cancel a single corresponding event.

Turning now to FIG. 90, a status screen 300 is on another mobilecomputing device (not visible). User Gracie D., whose name appears inthe upper left corner of screen 300, has logged into the device. Usersare also referred to herein as service agents. As with otherembodiments, screen 300 displays the user's supervisor, sections towhich she is assigned, and her role, namely Floor Attendant. A breakswitch 302 is activated by touch to indicate when the user is on a breakas previously described.

In FIG. 91, a call has been automatically offered by the system toGracie based on her qualifications and location, as previouslydescribed. Here a panel 304 appears until Gracie hits the Accept orDefer buttons on the panel. The panel indicates that identified playerSam Jones, who is a highly ranked player (Platinum) based on his play,has hit a $1200 jackpot at machine B098501, which is in Gracie'ssection. Gracie hits the Accept button on panel 304, and screen 307appears as shown in FIG. 92.

In FIG. 92, the Calls icon in the navigation bar includes a circularbadge indicating that the user is working on a single call. Gracie headstowards machine B098501. When she arrives at the machine, she touchesthe Arrive button, and screen 307 appears as shown in FIG. 93. NowGracie needs complete the call by doing her part to hand pay the $1200jackpot. If she encounters a problem that she cannot resolve, she canhit the Escalate button to bring in a co-worker as described above. Ifnot, once her role in hand paying the jackpot is complete, she hits theComplete button in FIG. 93, and awaits another call.

Before moving on, consideration will be given to the logistics of handpaying jackpots in a casino. Taxing authorities, such as the IRS,require tax forms, e.g., a W2-G, for gambling winnings over a setamount. This necessitates that jackpots above that amount be hand paidso that the necessary player identification and social security numbermay be obtained to satisfy these requirements. Although policy can varyfrom casino to casino, at most places hand paid jackpots need to bewitnessed. As a result, hand pays always involve at least two employees,and usually several more. For example, when jackpots are above a certainlevel, at least one person with security will accompany a cashier or theattendant after he or she retrieves the money to take to the winningplayer. Further the attendant must get identification, including asocial security number, from the player to generate the appropriate taxpaperwork. The larger the jackpot, the more people will be required. Ata certain level, the supervisor usually must witness the hand pay, andat even higher jackpot levels the slot manager and/or casino manager mayalso be included. During this process, the attendant must prepare thetax forms, act as a witness, and often take a picture of the winner thatthe casino uses for publicity. As a result, hand paying a jackpotrequires coordination among a number of people doing different things atdifferent times. This can leave the attendant, while still on the call,with idle time while others are doing their part.

In high limit games, hand paid jackpots may be hit quite frequently. Asa result, there are multiple jackpots being hand paid in these areas.What is more, it is not uncommon for a high-limit player to havemultiple hand-pay jackpots in process simultaneously. This can happen inat least two ways. First, gaming machines typically lock up after ajackpot that must be hand paid. This prevents further play so that thewin can be verified and the jackpot paid. After the jackpot is processedat least in part, the attendant uses his or her key to reactivate theslot machine. In some casinos, the player may resume play on the machinebefore the forms are completed and the jackpot paid. While a firstjackpot is being hand paid, as described above, a second one, andpossibly even a third, may be hit on the same machine and the hand-payprocess started for each.

Second, the player may have multiple hand-pay jackpots in processsimultaneously because he or she is playing several machines, typicallyadjacent to each other. Such a player will often have multipleplayer-tracking cards, one in each machine, so that the player canreceive appropriate recognition from the casino for all of his or herplay. Having simultaneous hand-paid jackpots in process for a singleplayer may result from a combination of the two, namely having multiplejackpots on a one machine while having multiple jackpots on differentmachines.

In prior art dispatch systems, each hand-paid jackpot is a differentcall and may produce a different attendant to process each jackpot, evenwhen the jackpots are payable to a single player at a single machine orclosely adjacent machines. This is both inefficient and potentiallyproblematic for the player. Sometimes a first attendant takes theplayer's identification and social security number to process a firstjackpot. A second attendant may then receive the same identification andsocial security number from the first attendant while the secondattendant is processing the first jackpot. Then the first attendantreturns and pays the jackpot without the identification because thesecond attendant has it. And then the second attendant returns theidentification. This can leave the player wondering how many people arepassing around his or her identification and social security number. Itis better for a number of reasons if a single attendant can process alljackpots that are currently in process for a single player.

Returning again to the drawings, it will be recalled that the attendant,Gracie, was on a call to hand pay a $1200 jackpot, in FIG. 93. While onthe call, she receives an indication that the same player, Sam Jones,has hit a jackpot via a panel 306 in FIG. 94. Note that panel 306 doesnot give Gracie the opportunity to accept or defer; it merely notifiesher that she is assigned to hand pay a second jackpot to the player forwhich she is already paying a first jackpot. Gracie hits OK on panel306, and the screen in FIG. 95 appears.

FIG. 95 is a list of all current calls that Gracie has eitheraccepted—and as will later be seen, created, joined, or intercepted—orbeen assigned to as with the case of the jackpot in FIG. 94. The badgein the Calls status icon now shows the numeral 2 indicating that Graciehas two current calls. Because the call list in FIG. 95 includes machinenumbers, it can be seen that Sam has hit hand-payable jackpots onadjacent machine numbers, B098502 and B098501. This typically indicatesthat the machines are adjacent one another.

In FIG. 95, Gracie touches the top call, namely that $5000 jackpot,which is On Hold, and the screen in FIG. 96 appears. Shortly after doingso, yet another panel 308 appears informing Gracie that she is assignedto a third jackpot hit by Sam Jones. It should be noted that the $5000jackpot call remains On Hold until Gracie hits the Arrive button, whichis visible in FIG. 96. Doing so would make the $5000 call active andplace the other current calls On Hold. The system permits only oneactive call at a time; the others are on hold. After panel 308 appears,Gracie hits the OK button on the panel and the call list with all threecalls appears in FIG. 97. It can be seen that the three jackpots on areon three consecutive machine numbers, which typically indicates threeadjacent machines. Also, the badge on the Calls icon now indicates threecurrent calls, only one of which is active at a time. Here the $1200jackpot remains active. In FIG. 97, Gracie touches the $1200 call toreturn to its call screen, and the screen of FIG. 98 appears. Gracieprocesses this jackpot call as described above, and hits the Completebutton, which again returns her to the call list in FIG. 99, now havingonly two calls because the $1200 call is completed.

In FIG. 99, Gracie has a choice of which call to touch and thereby bringup its call screen. She choses the $5000 jackpot, which brings up thescreen of FIG. 100. She quickly hits the Arrive button in FIG.100—because the machine is adjacent the machine on which she justprocessed the $1200 hand-pay for Mr. Jones. Doing so brings up thescreen shown in FIG. 101. She finishes processing the $5000 jackpot,hits the Complete button in FIG. 101, and the call screen for the onlyremaining call, shown in FIG. 102, appears. This happens because thereis no reason to go to a call list to permit the attendant to selectwhich call he or she wants to process next as happened in the transitionfrom FIG. 98 to FIG. 99.

Now Gracie is working on the only other call, namely the $1750 jackpot.She hits the Arrive button in FIG. 102, the screen of FIG. 103 appears,Gracie finishes processing this jackpot, hits the Compete button, andher Calls screen is empty as shown in FIG. 104.

Although in the above scenario, Gracie processed each jackpotsequentially, she could have switched back and forth among them at heroption. For example, in FIG. 98, Gracie might have completed part of theprocessing of the $1200 jackpot, e.g., obtaining the player'sidentification and social security number, but is waiting for thecashier to issue the cash. By touching the <Calls list button 310 inFIG. 98, the screen returns to the call list showing all current callsand their status as in FIGS. 97 and 99. She can then select any othercall, which brings that call to her Calls screen as shown, e.g., inFIGS. 98 and 100. If she has not yet arrived at the call, by touchingthe Arrive button, she can do so thus making the call Active. This makesthat call active and puts all the others on hold. For any call alreadyarrived at, returning to its call screen automatically activates theselected call and places the others On Hold. In this manner an attendantmay work towards processing multiple jackpots for the same player whenshe has become idle on one of the calls.

This is implemented by the system, which checks every hand-pay jackpotcall to determine whether the same player has an active hand-payjackpot. If so, the system assigns the new jackpot call to the sameattendant.

In another example, after a quite period with no calls, Gracie receivesa Change Light On call at B098502 as shown in FIG. 105. She touches theAccept button on a panel 312, and the call screen in FIG. 106 appearswith the badge on the Calls icon showing one current call. Afterarriving at B098502, Gracie hits the Arrive button in FIG. 106, and FIG.107 appears showing the Active screen for the Change Light Call and thatGracie can now either Escalate or Complete the call. But before doingeither, Sam Jones hits a $2000 jackpot as indicated in a panel 314,which appears as a system-generated call over the Change Light Callscreen in FIG. 107. Because the Jackpot call is for the same identifiedplayer as the Active Change Light Call, the jackpot call isautomatically assigned by the system to the attendant who is handlingthe Change Light Call, namely Gracie. After being so notified by panel314, Gracie touches the OK button on the panel. In response, Gracie isshown the call list (not shown in the drawings) and can select either ofthe calls to work as described in the first example. In alternativeembodiment, panel 314 disappears after the OK button is touched and theChange Light Call, upon which Gracie was working when the jackpot wasassigned, remains on the screen as in FIG. 108. Either way, Gracie mayalways revert to the call list by touching <Calls list button 310. Whenshe does so in FIG. 108, the calls list in FIG. 109 appears showing thelocation of each call and the status, either Active or On Hold. In FIG.109, Gracie decides to work on the jackpot so she touches that call onthe screen and the jackpot call screen appears as shown in FIG. 110.

After beginning work on the jackpot call, another jackpot to the sameplayer is assigned to Gracie in FIG. 111 via a panel 316. Gracie hitsthe OK button on panel 316 and is presented with the list of all hercurrent calls in FIG. 112. Note that all of the calls are to a singleplayer who is carded in to two adjacent machines. Machine B098502 has aChange Light On call and machine B098501 has two jackpots, which canhappen when one hand-pay jackpot is partially processed, the machine isreactivated, and another hand-pay jackpot is soon hit. As before, Graciemay switch among the calls based on her senses of the importance, e.g.,size of jackpot, the length of time the call has been outstanding, andher availability as a result of idle time on one of the calls. In FIG.112, Gracie touches the second call, the Jackpot for $1800, and its callscreen appears in FIG. 113. Once Gracie is at machine B098501 and readyto process the $1800 Jackpot, she may touch the Arrive button in FIG.113 and begin processing the call. Rather than following this examplethrough the processing of all the calls, attention will now be given toanother example.

In FIG. 114, another attendant, Charlie J. has just received a call fora Bill Acceptor Full at machine B098501. A panel 318 appears, Charliechoses to accept the call, and does so by touching the Accept button onthe panel. This brings the call screen up in FIG. 115. Like hand payjackpots, Bill Acceptor Full calls take some time, require the effortsof multiple employees to complete and typically leave the attendant withsome idle time. This results from having to involve personnel who dealwith large amounts of cash, e.g., security and the cashier, to empty thebill acceptor at the machine with accompanying accounting entries. Theattendant consequently has some idle time while the call is still activeduring which he or she is waiting for others to arrive and/or tocomplete work that does not involve the attendant.

Once Charlie has accepted the call and arrived at the machine, he hitsthe Arrive button (the resulting screen not shown in the drawings) inFIG. 115 and begins his work. After completing his initial work, Charlietouches the Status button in the navigation bar to produce the screen ofFIG. 116. He then touches the Busy switch, changing it from its Busymode to its Not Busy mode. This indicates that, while still handling acurrent call, he is available to respond to an escalation of anothercall. It should be noted that the Busy switch automatically appears andreplaces the Break switch (like Gracie D.'s Break switch 302 in FIG. 90)when a user is on a call. Users cannot go on a break when they are on acall so a Break switch is not needed during a call. The Busy switch hastwo modes: Busy and Not Busy. When a user goes from not being on a callto being on a call the Busy switch automatically replaces the Breakswitch and automatically appears in its Busy mode. But a user maymanually switch modes from Busy to Not Busy and back again. Charlie isreminded that changing to the Not Busy mode will change his status asshown in FIG. 117 where a panel 320 appears indicating that, if hetouches the OK button, he will be available for escalated calls. Charliedoes so and soon receives an escalated call as indicated by a panel 322in FIG. 118. Charlie touches the Accept button on panel 322, and thescreen in FIG. 119 appears listing his current calls, namely the call towhich he was just escalated and the Bill Acceptor Full call, which isnow on hold as a result of acceptance of the escalated call.

When Charlie arrives at section B09, he determines that there is acommunications problem with machine B09: 503, and creates a call at thatmachine by inserting his employee card into the card reader. This newlycreated all appears on the calls list in FIG. 120. From there Charlietouches that call on the list to bring up its all screen in FIG. 121.Charlie then works through his current calls as described above.

Turning now to another example, in FIG. 122, the screen on attendantGracie D.'s device is again depicted. A panel 324 offers a General Tiltcall to Gracie, which she accepts by touching the Accept button on panel324, thus producing the call screen in FIG. 123. Before arriving at theGeneral Tilt call, Gracie touches <Calls list button 310, which returnsher to the call list in FIG. 124. It now has only the one call on it,but this panel also gives Gracie access to the Join a Call and Create aCall buttons. Gracie touches the Join a Call button in FIG. 124, whichproduces a list of all calls that Gracie is qualified to join in FIG.125. There is only one such call, namely Printer Paper Out at machineB094104. Gracie touches the call thereby highlighting it as shown inFIG. 126. She then touches the Join Call button, her calls list againappears in FIG. 127 including the call just joined, which is now Active.

As Gracie is moving about on the floor to complete her calls, she passesa machine with a change light on and decides to respond to that and doesso by creating a call. This is accomplished first by touching the Createa Call button in FIG. 127, which produces a panel 326 on the screen inFIG. 128. This reminds Gracie that her current active call will be heldif she takes one of three actions: creating, joining, or stealing acall. (Stealing a call is also referred to herein as intercepting acall.) Gracie touches the OK button and is presented with the Speed Callscreen in FIG. 129. As previously described, the Speed Call feature maybe used to implement the Create a Call function.

On the screen in FIG. 129, Gracie touches Change under Change light andhits the Next button. This displays her current calls in FIG. 130 on thecalls list, including the just created Change Light call. Alternatively,Gracie could have created the Change Light call simply by inserting heremployee card into the card reader associated with the machine with theilluminated change light.

In FIG. 130, Gracie decides to work on the Change call and touches itthus bringing up the Change call screen in FIG. 131. She makes changeand touches the Complete button in FIG. 131 thus returning her to thecalls list (not shown in the drawings). This time she touches thePrinter Paper Out call on the calls list, which generates the PrinterPaper Out call screen in FIG. 132. After arriving at machine B094104,Gracie touches the Arrive button in FIG. 132, and the screen of FIG. 133appears. Because Gracie had to open the machine to replace the printerpaper, a MEAL entry panel 328 appears in FIG. 134, in which Gracie hasentered: “Added more paper.”

It can be seen that these features add a lot of flexibility andefficiency. An attendant may make himself or herself available toreceive escalated calls even while on another call.

In addition, he or she may create, join, or intercept another call whileon a call. This enables an employee who may be covering a lot ofterritory on the floor to efficiently route calls by location and theorder in which they are initiated and worked. For example, if theattendant is on the way to one call at a relatively remote location, heor she can create, join, or intercept one or more calls while in the wayto the remote call.

Also, the same attendant handles jackpots and other simultaneous callsto the same player, whether on the same machine, adjacent machines, orboth.

In any of these scenarios, the attendant may switch among the calls,i.e., by making different ones of the calls active while the others areOn Hold, as needed or desired under the circumstances.

A programmer with ordinary skill in the art may create computer codethat implements the above functions as described.

Turning now to FIG. 135, indicated generally at 330 is a mobilecomputing device that is included in another embodiment. Mobilecomputing device 330 is interconnected with the system shown in FIG. 4in a similar manner to other embodiments, but includes additionalfeatures as will be described. Device 330 includes a display screenhaving a Welcome screen image 332 displayed on the screen. Screen image332 includes a color bar 334 at the top thereof. The color bar is greenwhen activity on the casino floor is slow relative to the number ofemployees to service customer needs. Bar 334 is yellow to indicate anintermediate level of activity and red when the activity is high andemployees must quickly execute each task to prevent delays. As will beseen, this embodiment facilitates in-person communication between aplayer and the employee who carries mobile device 330. The color bar canguide the employee in determining how much time and attention to giveeach player.

When the user of device 330, in this case Emily who has logged in on thedevice as previously described, swipes to the right on the screen, image336 in FIG. 136 appears. This screen permits the employee to select afloor zone and to be removed from receiving calls, temporarily in thecase of a break, or to indicate the end of her shift.

When Emily swipes image 332 in FIG. 135 in the other direction, screenimage 338 in FIG. 137 appears. When Emily touches one of the 4categories displayed on the screen, she can enter a note using aconventional screen keyboard (not shown), which appears after one of thecategories is touched. Emily enters a note related to the subject matterof the category and the note is tagged with the associated category andstored in a database on the system. This enables searching using thecategory as a key word to locate notes within a category. The searchingcan be accomplished from any computing device operatively connected toeither the wireless network, the Internet, or to one of the servers inFIG. 4.

The Welcome screen image in FIG. 135 is displayed unless Emily hasswiped to pull up screen 336 or screen 338 or device 330 receives a callfor Emily. When a call is received, screen image 340 in FIG. 138appears. This call was automatically generated as a result of anidentified player, Nicole, inserting her player-tracking card into areader associated with an electronic gaming device for the first timetoday. Because Nicole's player tracking record includes her photo, itappears on image 340. As will be described in more detail, thisembodiment generates a call for an employee to greet a player inresponse to any one of a number of detected events—such as in thepresent case, the first card-in of the day.

Screen image 340 includes the name of the call, Greet, at the top left.This is the name for a call that is responsive to the first card-in ofthe day. As can be seen there is a number, in this case the numeral 7,in parentheses next to Greet. This is the total number of previousinteractions Emily has had with Nicole. Immediately to the right is thedevice number, in this case #231. This informs Emily at which gamingdevice Nicole has carded in so that Emily knows where to go. BeneathGreet is the player's full name, Nicole Kidman, and beneath her name isthe player's club tier, in this case the highest tier, Platinum Elite.Under the tier is the player's favorite drink, a Long Black coffee. Andbeneath that is a date. This is the date that Nicole last inserted acard into an associated gaming device at the casino. The date is blackif she had an interaction with an employee that was logged in the systemand red if there was no such interaction. This provides additionalinformation that the employee can use to create an appropriate greetingfor Nicole. Alternatively, this information may be provided in the formof an elapsed time, stated, e.g., in hour or days, which indicates thetime lapsed since the last card in was detected.

When a player's birthday is within a defined number of days of thecurrent date, the Birthday field appears. In this case the birthday isindicated as being 2 days away by displaying +2 days. One day away isdesignated +1. If the birthday is one or two days before, there is a −1or −2 indicator, respectively. This gives the employee the opportunityto mention the birthday as being the recent or shortly upcoming.Similarly, if the player has an anniversary or other meaningful datewithin the aforementioned defined number of days, the name of that eventand the days until or since that occurrence are similarly displayed.

As described later, there is also a separate birthday call that isgenerated to create a birthday celebration. A birthday call may go outto multiple employees simultaneously, instructing them to individuallyor collectively wish Nicole a happy birthday, independent of theGreeting call. Birthday calls may occur on the first card-in, a periodof time after the first card-in, after a first win on a gaming device,after a win of at least a minimum size on a gaming device, a period oftime after a Greeting call is completed or other parameters.

Similarly, a specific call can be generated for an Anniversary or otherspecial occurrence. The call name, such as Greet, Birthday, Anniversary,etc., appears in the upper left portion of the screen as shown in FIGS.138-139 and 140-142.

Referring again to FIG. 138, beneath the birthday information are 4rectangular fields 342, 344, 346, 348. Field 342 informs Emily of thedate of the last interaction that she had with Nicole. Fields 344 and346 contain previous notes that were made regarding Nicole with field344 containing public notes, which are notes made by any employee andthat every other employee using a device, like device 332, may see inthe corresponding field on their device. Field 346, on the other hand,contains Emily's private notes about Nicole, which only she can normallysee. Authorized managers, however, may view the private notes via aseparate reporting interface.

The present system can produce close personal relationships between anemployee and a customer. The customer may share information with theemployee that the employee would like to remember but would not like tobecome generally known, e.g., information about the health of theplayer. The manner in which these notes are entered will be shortlydescribed.

Each of fields 344, 346 show the last note entered with filed 344showing a preference for a sport team, and field 346 showing the name ofNicole's dog. When either of these fields is touched, a popup window(not shown) appears, expanding over a larger area of the screen. Thewindow lists earlier notes made and includes scroll bars that allowviewing of any number of prior notes. In a similar manner, when field342 is touched, a popup window appears that displays prior interactionsbetween Emily and Nicole. This is a list of dates and times in reversechronological order. Field 348 contains the name of the employee havingthe most logged interactions with Nicole followed by the number ofinteractions in parentheses. When field 348 is touched, a window appearswith a list of all other employees who have interacted with Nicole,including the total number of interactions and the date and time of themost recent interaction with each employee.

In one embodiment, Emily may make additional notes about Nicole on thisscreen simply by activating an edit function for the area in which thenew note is to be made. The edit function can be triggered by doubletapping the note area, by touching an edit button for the field (notshown) or other method. When the edit function is activated, a keyboardor other entry method appears on the screen. Alternatively, a voice totext function is activated to allow Emily to dictate the note. Althoughthe keyboard and speech to text functions are not illustrated, they arewell known in the art. For example Apple Inc. provides suchfunctionality in its iOS operating system for mobile platforms andGoogle Inc. provides comparable data entry functionality on its Androidplatform. Any method of data entry may be used, in accordance with theparticular mobile platform used.

In another embodiment, the ability to make notes is suspended until thecall is completed and Emily can then make notes about information gainedfrom her interaction with Nicole.

As can be seen in FIG. 138 a Yes button appears at the bottom of theimage, and a countdown counter appears the right of the button. In thepresent embodiment, the countdown counter begins counting down from 30seconds when the call is presented to Emily along with an alert, asdescribed above, to notify Emily of the call. Each of the countersherein is configurable and may be set to any time. If Emily is able toand decides to accept the call, she presses the Yes button at whichpoint screen image 350 in FIG. 139 appears. Unlike other embodiments,there is no opportunity for Emily to decline a call. If she cannot takethe call, she simply does not touch the Yes button, and the call isautomatically offered to another employee after the 30-second countdownis complete. There is not the same urgency to greet a player as there isto fix a machine problem that may prevent the player from playing. Evenif the call is offered to several employees in succession who do notpress the Yes button, when one employee does, it is likely to be veryearly in the player's gaming session.

In another embodiment, an additional touch button is provided so Emilymay immediately decline the call.

Assuming Emily has pressed the Yes button in FIG. 138, she is presentedwith image 350 in FIG. 139. The system logs the time it took Emily fromthe call alert to pressing the Yes button. In addition, pressing the Yesbutton starts a count-up counter, displayed in the lower right corner,which tracks the time Emily spends on the call. When Emily arrives atmachine #231, which is where Nicole has carded in, Emily hits the Arrivebutton in FIG. 139. The arrival time or count is logged, and thecount-up counter continues counting up while Emily greets Nicole,perhaps asking her if she can bring a Long Black coffee, her favoritedrink, or even picking it up on the way to machine #231 and offering it,or a substitute, to Nicole when Emily arrives. Emily can then greet andinteract with Nicole using information in Nicole's record such asbirthday, likes, personal information, last time in the casino, etc.

In one embodiment, shown in FIG. 140, a game for play by Nicole ispresented on device 330, which Emily can offers to Nicole to swipe thewheel to spin it. Although the game at 330 is a simple wheel spin, othergames, including slot machines, card games, guessing games, board games,dice games are contemplated. Any game with at least two possibleoutcomes is potentially suitable. The game may be played free of chargeor require compensation, such as loyalty points, cash, a qualifyingcoupon or other credential. Varying amounts of player points, free-playcredit, money prizes, etc., may be awarded to Nicole. In the case offree-play credits and points, these can be delivered automatically toNicole's player-tracking account or the credits may be applied directlyto the credit meter of machine #231 where Nicole is playing. Thesecredits typically may only be played and not cashed out. The amount ofeach prize on the wheel and the likelihood of winning each prize may bebased on Nicole's value or potential value to the casino. In otherwords, the system may present prizes of varying values and varying oddsof winning to different players.

After the game is played and Emily concludes her interaction withNicole, she hits the Finish button in FIG. 141. This logs the time whenthe Finish button is hit. Hitting the Finish button presents screenimage 352 in FIG. 142, which includes a Rate button at the bottom. Ascan be seen immediately beneath Nicole's picture is a first touch-screenslider 354, including a circular button that Emily can touch and drag toa position on the sliding scale to rate the player's personality betweenshy and bold. Similarly, there is a second touch-screen slider 356 tothe right of Nicole's picture that can be used to rate the current modeof the player between elated and angry. The rectangular box on eachslider is an average of all past ratings by all employees.

In one embodiment, Emily may only make notes about her interaction withNicole after the Rate screen in FIG. 142 appears. The advantage is thatEmily must initially focus on interacting with Nicole without worryingabout making notes. Another advantage is that the best time to makenotes is immediately after the interaction with Nicole concludes.

Once each slider button is positioned according to Emily's rating oneach scale, and any desired notes are made, Emily presses the Ratebutton. The entered ratings and notes will then be displayed the nexttime a call to Nicole is assigned to an employee. In some embodimentsthe words, shy-bold and elated-angry, disappear when the Arrive buttonis pressed so that the player won't glimpse the screen and realize theemployee is evaluating them. As can be seen in FIG. 142, fields 342,344, 346, and 348 are blank when the Rate button appears. When theemployee touches any of the fields in this mode, a touch-screen keyboardappears to enable entry of data. Field 342 receives notes related to theratings made using sliders 354, 356. Field 344 is used to add a privatenote, which later appears as described above. Field 346 receives apublic note, also later displayed as described above. Finally, field 348is used to change the player's favorite drink.

When the Rate button is touched, the ratings and notes are logged, thecall is complete, and Emily is presented with a statistics summaryscreen shown in FIG. 143. At the top are Emily's statistics for the callto greet Nicole. She accepted the call in 3.6 seconds and arrived in 22seconds. So far on Emily's shift, she has not accepted, i.e., let the30-second countdown counter run out, a total of 3 calls, which are shownas deferred at the top. The box includes average times for otheremployees on this shift for the Accept and Arrive times as well as thenumber of calls each has deferred. This allows each employee todetermine how he or she is performing relative to other employees duringthe current shift. In some embodiments, other ratings information may bepresented on this screen.

In FIGS. 144A and 144B, a flow chart, indicated generally at 358,depicts the sequence of operation of the greeting call described inconnection with FIGS. 138-143. The process starts at 360 and waits at362. When any one of the players cards in for the first time on thecurrent day, at 364, a greet call is offered to a first employee at 366,which starts the countdown timer from 30 seconds, at 368, as shown anddescribed in connection with FIG. 138. At 370, if the player hits theYes button in FIG. 138, the process stops the countdown timer and startsan arrival count-up timer at 372 and logs the time or count betweenassignment of the call and acceptance by the employee. But if the playerdoes not hit the yes button within the 30-second countdown, the greetingcall is offered to another employee at 374, and a countdown timer forthat employee is started at 368.

After the call is accepted by touching the Yes button, the employeearrives and touches the Arrive button, shown in FIG. 139, at 376. Thislogs the arrival time, i.e., the time between acceptance (touching theYes button) and arrival (touching the Arrive button). The arrival countup timer is stopped and a new visit duration count up counter is begunat 377. Although not shown on the flow chart, the optional game, shownin FIG. 140 may be played after the Arrive button is touched. At 378,when the greeting—and game, if played—is complete, the employee touchesthe Finish button, shown in FIG. 141. This logs the current time orcount since the arrival. The visit duration count-up clock stops at 380,and ratings and notes are received, as described above, at 382.Statistics are then displayed for a predefined length of time, e.g., 4seconds, at 384 and as shown in FIG. 143. The number of times theemployee has interacted with this player, shown in parentheses to theright of Greet in FIG. 138, is advanced at 386. The process then returnsto 362 to wait for the next player to generate his or her first card-inof the day.

The time counters permit tracking for each employee of statistics on howefficiently the employee acts to accept each call, how long it takes toarrive (which can help to determine employee positioning on the floor),and how long the employee actually visits with the player. Each of thesecounters is useful in measuring employee effectiveness as well asstaffing efficiency and time spent with each customer.

Other calls beyond the greet call described above are also generated bythe system and offered to an employee. For example, on the day of aplayer's birthday or anniversary, the greet call may be replaced by orsupplemented with a birthday or anniversary call. When a player cards inon the day of his or her birthday, or within a defined range of days ofthe birthday date, a call is generated in the same manner as describedabove. This call can go to a single employee or multiple employees. Theconduct of the call is determined by management policy. It could be thateach employee is separately dispatched to wish the player happy birthdayor that only a subset of employees is dispatched separately to do so. Itcould also be that a group of employees are dispatched simultaneouslyand sing happy birthday and offer a cake or a present. The exact natureof such dispatches is in accordance with a combination of managementpolicy, the player's perceived or historical worth, player personalityand current business levels of the casino as well as the number ofemployees who are available to conduct the call. Of course the sameprocedures may be followed on the player's anniversary or otherimportant days, thought he exact configuration of these calls may be usea superset or a subset of the criteria used for the birthday call.

Anniversary dates are typically provided by the player in connectionwith enrollment in or updating the player's record in theplayer-tracking club.

Additional calls can be made as described above even for a player who isnot carded in. For example, drink request, service request, paper empty,hopper fill, and hand-pay jackpot, all of which are described above withanother embodiment. Of course, if one of these calls comes in for aplayer who is not carded in, there is no player name or personalinformation for the player. But the employee responding can still greetand interact with the player in connection with fulfilling the call,e.g., replacing paper in the ticket printer. And if the player is cardedin for one of these calls, the player's name and information is providedas described in connection with the call depicted in FIG. 138, and thecall proceeds in a similar fashion. In other words, a greeting andpositive interaction can be made in connection with responding to a callthat requires attention to the gaming device such as adding paper orfilling the hopper.

In another embodiment, the employee greeting—at least the initialinteraction—may be scripted by displaying a greeting on the screen ofthe mobile computing device. Different greetings could be served upaccording to rules stored in the system. For example, the first thing anemployee says when making a first contact with an identified playermight be: “Hi, my name is Emily. Welcome to Acme Casino. Is thereanything I can help you with?”

This confirms to the employee that he or she has not logged aninteraction with this player before and provides an indication of how toproceed. For a greeting call to a player who has a prior loggedinteraction, the employee script might be: “Hi Ms. ______. I'm ______.We met a few months/weeks/days ago. How can I help you?” The particularwording of follow up greetings can change over time and will also varydepending upon the time since the last interaction.

For players who are offered a game on the employee's mobile device, asshown in FIG. 140, the script might read: “Hi Mr. ______. I am ______(when it is a first interaction with the employee). Would you like toplay a bonus game with a chance to win ______ (list one or more prizessuch as points and free play)?”

Different scripts are used for different kind of calls. For example, adrink call might be: “Hi Ms. ______. I know your usual drink is ______(from mobile device screen). Can I bring you one or would you likesomething else?”

To sum up, each type of call may have its own script. And those can varydepending on whether it is the first interaction or a subsequent one andwith the time since the last interaction, or in accordance to theperceived or historical worth of the customer. Also, the scripts mayvary from interaction to interaction so that the employee does not soundas if she is simply repeating the same statement over and over.

These scripts might be rule based. In other words, if first greeting usescript A. If first interaction on a paper fill, use script B. If secondgreeting on first card in, use script C, etc. In another embodiment,interactions are evaluated, and different scripts or employees tointeract with a player are chosen based on the evaluation.

In another embodiment, call assignments may be routed to the employeewho has most often interacted with the customer on previous visits. Forexample, If both Tom and Emily are employees who are working when Nicolearrives, Emily may be selected for the call because she has met Nicole 5previous times while Tom has met her only once before. In anotherembodiment, the call is assigned to the employee who gave high ratingsto previous interactions with that guest. For example, if Tom had metNicole only once before but rated the encounter as leaving Nicole veryhappy, Tom might be assigned the call because Nicole, although havinghad 5 previous encounters, always rated Nicole as angry.

In another embodiment, the call is assigned to the employee most highlyrated on player surveys, or the employee who is most experienced servingplayers of category of historical or perceived worth, or by matching theage, regional birthplaces, mutual interests, gender and other matchingor complementary characteristics of employees and customers.

Another type of call is the Introduction call, which, in times when thecasino isn't so busy that all employees are already engaged withcustomers, an employee who has encountered the customer previously isdispatched along with an employee that has not previously met thecustomer. The employee who has previously met the customer thenintroduces the employee who has not met the customer, providing a basisof familiarity for future call assignments.

Another type of call is the Checkup call in which, after a period oftime has elapsed since the last call to a given customer, a new call iscreated in which the employee simply checks in to see if the customerneeds anything.

Similarly, an employee could be dispatched after a period of time todeliver a drink. The periods of time between call assignments to a givencustomer can depend on a combination of one or more parameters such ascustomer personality, expressed customer desires, customer historical orperceived worth, availability of employees for call assignment and otherrelevant parameters.

Criteria used to determine when calls are assigned and to whichemployees may be based upon information gathered from observation byemployees or management. Additional information criteria may be drawnfrom player surveys, player interviews, personality profiles,information drawn from social media, information obtained from outsidesources such as credit card companies, car purchases and other consumeractivities, as well as instant or longer-term winning or losing events,frequency of player visit, distance traveled by the player, and othersources.

In the case of scheduled drink delivery, the schedule may be based uponplayer request, observations by employees, historical consumption andinside temperature and humidity. If the drink contains alcohol, serviceschedules may be determined by number of drinks previously served in thepast few hours, customer weight, build, gender and other physical andpsychological characteristics, as well as historical or perceived worth,cost of the beverage and local laws or customs.

One of skill in the art will appreciate there are a wide range ofcriteria from which to base call creation and assignment as well asselection of the employee to whom the call is assigned. Calls may becreated and assigned in accordance to management rules which are encodedinto the system software or thy may be created and assigned by allowinga machine learning system to evaluate criteria regarding the customer,the employee, current business levels and resulting customer behaviors.The machine learning system could be provided by IBM's Watson system orby similar systems from Facebook, Amazon, Google and other companies.

One way to evaluate a player is to track how much he or she spends afteran interaction. Virtually every casino has a player-tracking system suchas the IGT Advantage® made by IGT. This tracks play by the player. Eachelectronic gaming device includes a coin-in meter and a coin-out meter.Coin-in is the amount applied to as a wager on the gaming device, andcoin-out is the amount paid by the gaming device as a result of an awardin response to a game played.

The present embodiment interfaces with the player-tracking system tocapture this meter information. The meter information is typicallycaptured when a player cards in and cards out, among other times.Therefore, subtracting the coin-in and coin-out meter values at card inand card out provides data from which the total player spend for thatsession may be calculated. The spend can be actual or theoretical. Theactual spend is the difference between the amount wagered and the amountwon by the player. The theoretical spend is the hold percentage on thegaming device times the amount wagered. The theoretical spend is theamount the casino would be expected to receive from the player if/whenthe gaming device performs as it was designed over time.

Because the employee interactions are logged with time stamps asdescribed above, and because the meter data is also logged with timestamps, data can be drawn from the databases holding this information toassociate a spend amount, either actual or theoretical, with theemployee who had the interaction. As a result, a database record may becreated for each interaction that includes some or all of the followingfields:

-   Employee/Player/Date and Time/Machine#/Spend/Mood Rating/Personality    Rating

This data can be used in a variety of ways. For example, prior toassigning a call, whether it is a simple greeting or to perform a task,e.g., hopper fill, the database can be consulted to consider whichemployees have had positive past interactions with this player. Thiscould be based on spend, ratings, or a combination. This informationcould also be used to determine whether to offer a bonus game, like thatin FIG. 140, to a player. A player who has been on several differentslot machines, and lost at each, would be more likely to receive anoffer to play the bonus game than one who is consistently winning.

The data may also be used to select different scripts. In other words,rather than implementing a strict rule-based methodology for selecting astrict, a more adaptive approach is used by making decisions based onthe historical data.

The system can be used in other ways to optimize a player's gamingexperience. For example, the card-in and card-out times over a longperiod, e.g., a year, may be searched and analyzed to determine whichplayers are at the casino at the same time. This could result in anoffer to one or more of the players who jointly visit. For example, anemployee responding to a call will have the player's personalinformation on their mobile device, and will also have the name ofanother person, in a field not shown in the drawings, that is identifiedas a joint visitor with the player. This enables the employee to inquireabout the other person and possibly get an introduction to greet theother player. This creates a new player relationship with the employee.

In addition, this information can be used to track total visits, e.g.,over a year. A player who visits every couple of weeks regularly andspends modest amounts might be of more value to the casino than a playerwho comes only twice a year but spends much higher amounts. Recognitionof such regular players may be achieved through displaying thatinformation on an employee's mobile device, which gives the employee theopportunity to comment on their frequency of visiting and thank theplayer, perhaps using a script as described above.

Consideration will now be given to another feature that may beimplemented on the system. Turning attention to FIG. 145, a cash outticket 388 is shown while being printed by a ticket printer associatedwith a gaming device (not visible in FIG. 145). This is part of aticket-in/ticket-out (TITO) system that facilitates transfers of creditsfrom one one to another. An optical code, as shown on ticket 388,encodes the amount of money associated with the ticket. When the playerhits the cash out button on the slot machine, a ticket encoded with thenumber of remaining credits on the credit meter is printed. They playermay use the ticket on a ticket reader with another slot machine to putcredits on that machine or may cash out at a kiosk having a ticketreader that receives the ticket and returns cash. Or the player may cashout via a cashier at the casino.

When each ticket is generated, i.e., printed, an entry in a databaserecords time generated, machine number where generated, value, andunique validation number. When a ticket is inserted into a ticketreader, whether to cash out or to apply credits to gaming machine, theticket in the database is canceled.

The present system can track an uncarded player using tickets. A sessionstarts with the first cash out of a ticket, typically after play on afirst slot machine. When that ticket is inserted into another slotmachine, the system uses the unique number associated with it, andenters it in a database. As a result, the player may be tracked frommachine to machine until the last cash out, which ends the session.

In this manner, the same kinds of analysis, in terms of spend by theplayer, can be performed as described above for an untracked player. Asa result, calls to fill paper, pay jackpots, take a drink order, etc.may be optimized in the same manner as if the player was identified in aplayer-tracking system and using a card.

1. A method for dispatching a casino agent to an identified player of anelectronic gaming device on a network of electronic gaming devices in acasino, the method comprising: enrolling players in a player-trackingclub; associating each player with a physical object that is used by theplayer to associate him or herself with an identified gaming deviceselected by the player for tracking the player's play on the gamingdevice; creating a list of casino agents; providing at least some of thecasino agents with a mobile computing device that is in communicationwith a wireless network operatively connected to the network ofelectronic gaming devices; storing the list in a memory connected to thenetwork; receiving the physical object at a gaming device selected byone of the players; detecting a communication on the network indicatingreceipt of the physical object at an identified electronic gamingdevice; establishing a new gaming session for the player in response tothe communication; determining when the last gaming session for the oneplayer was established; if the time between the two gaming sessions isgreater than a predefined duration, generating a call to dispatch one ofthe casino agents to the gaming device selected by the one player;automatically sending a call signal via the wireless network to themobile computing device carried by the one casino agent, the signalincluding data indicating the identified electronic gaming deviceselected by the one player; receiving a call-acceptance signalresponsive to an input on the mobile computing device carried by thecasino agent indicating that he or she has accepted the call; receivinga call-arrival signal responsive to an input on the mobile computingdevice carried by the casino agent indicating that he or she has arrivedat the identified gaming device; providing information from theplayer-tracking record for the one player on the mobile computingdevice; logging each call that the casino agent has completed in whichthe one player was associated with the gaming device to which the casinoagent was dispatched; displaying information about the prior calls onthe mobile computing device; and receiving a call-completion signalresponsive to an input on the mobile computing device carried by thecasino agent indicating that he or she has interacted with the oneplayer and finished the call.
 2. The method of claim 1 furthercomprising receiving a description of the call from the one casino agentvia the mobile computing device and storing the description in a memoryoperatively connected to the network of gaming devices.
 3. The method ofclaim 2 further comprising retrieving at least one description of aprior call for the one player and displaying it on the mobile computingdevice during a later call.
 4. The method of claim 3 further comprisingdisplaying the same description on a plurality of mobile computingdevices each of which is carried by a different casino agent.
 5. Themethod of claim 1 further comprising determining a call acceptance timecomprising the time between the call signal and the call-acceptancesignal, storing each call acceptance time for the one casino agent, andcalculating an average call acceptance time using at least some of thestored call acceptance times.
 6. A method for dispatching a casino agenton a call to an electronic gaming device on a network and to loginformation regarding the call, the method comprising: storing a list inof casino agents in a memory connected to the network; storing recordsfor each of a plurality of players in a memory connected to the network,each record including information about one of the players; monitoringthe network of electronic gaming devices via a network computing device;detecting at the network computing device a communication on the networkindicating that a player has actuated a circuit at one of the electronicgaming devices that associates the player's record with the oneelectronic gaming device; generating a call to dispatch one of thecasino agents to the one electronic gaming device; transmitting a callsignal to a mobile computing device carried by one of the casino agentsvia a wireless network that is operatively connected to the networkcomputing device; receiving an arrival signal at the network computingdevice in response to action taken by the one casino agent via themobile computing device indicating that the one casino agent has arrivedat the identified electronic gaming device; tracking the time betweenreceipt of the arrival signal and receive of a finish signal in responseto action taken by the one casino agent via the mobile computing deviceindicating that the one casino agent has finished the call; tracking thenumber of times the casino agent is dispatched on a call to the player;storing the number of times in the memory operatively connected to thenetwork computing device; and displaying the number of times on thecasino agent's mobile computing device.
 7. The method of claim 6 furthercomprising automatically sending a signal via the wireless network tothe mobile computing device carried by the casino agent, the signalincluding data that identifies the one electronic gaming device.
 8. Themethod of claim 6 wherein receiving a signal at the network computingdevice in response to action taken by the one casino agent indicatingthat the one casino agent has arrived at the identified electronicgaming device is in response to a signal generated on the wirelessnetwork as a result of an input received at a user interface of themobile computing device.
 9. The method of claim 6 further comprisingreceiving a description of the call from the one casino agent via themobile computing device and storing the description in a memoryoperatively connected to the network of gaming devices.
 10. The methodof claim 9 further comprising retrieving at least one description of aprior call to one of the gaming devices having the player's recordassociated with it and displaying it on the mobile computing deviceduring a later call.
 11. The method of claim 10 further comprisingdisplaying the same description of a prior call on a plurality of mobilecomputing devices each of which is carried by a different casino agent.12. The method of claim 6 further comprising determining a call timecomprising the time between the call-arrival signal and the call-finishsignal, storing each call time for the one casino agent, and calculatingan average call time using at least some of the stored call times.
 13. Amethod for dispatching a casino agent on a call to an electronic gamingdevice on a network and to log information regarding the call, themethod comprising: storing a plurality of player records in a memoryoperatively connected to the network; populating each record withinformation related to a different one of a plurality of players;storing a unique code in a physical object associated with each player;associating one of the electronic gaming devices with a player whosecode is detected on the network at a selected one of the gaming devicesat which the physical object is presented by the player; tracking theplayer's play at the one gaming device and storing information about thetracked play in the player's record; monitoring the network ofelectronic gaming devices via a network computing device; generating acall to dispatch one of the casino agents to the one gaming device whenthe code is detected on the network; transmitting a call signal via awireless network to a mobile computing device carried by one of thecasino agents; tracking the time between the call signal and a callacceptance signal that is generated in response to an action taken bythe casino agent at a user interface on the mobile computing device;tracking the time between the call acceptance signal and a call arrivalsignal that is generated in response to an action taken by the casinoagent at the user interface on the mobile computing device when theagent arrives at the one gaming device; tracking the time between thecall arrival signal and a call finish signal that is generated inresponse to an action taken by the casino agent at the user interface onthe mobile computing device; storing the tracked times in a memoryoperatively connected to the network computing device; tracking thenumber of times a call signal has been generated for the one casinoagent in response to detecting the unique code for the player; anddisplaying the number on the mobile computing device.
 14. The method ofclaim 13 wherein the call signal includes data that identifies the oneelectronic gaming device.
 15. The method of claim 13 further comprisingreceiving data at the network computing device via the wireless networkthat includes a comment generated on the mobile computing device relatedto an interaction with the one player.
 16. The method of claim 15further comprising storing the comment in an electronic log.
 17. Themethod of claim 13 further comprising receiving a description of thecall from the one casino agent via the mobile computing device andstoring the description in a memory operatively connected to the networkof gaming devices.
 18. The method of claim 17 further comprisingretrieving at least one description of a prior call for the one playerand displaying it on the mobile computing device during a later call.19. The method of claim 18 further comprising displaying the samedescription on a plurality of mobile computing devices each of which iscarried by a different casino agent.
 20. The method of claim 13 furthercomprising determining a call-arrival time comprising the time betweenthe call-acceptance signal and the call-arrival signal, storing eachcall-arrival time for the one casino agent, and calculating an averagecall time using at least some of the stored call acceptance times.